Hill
"PREMIERE ISSUE!
I A NEW MAGAZINE for a NEW GENERATION ... read this or die!
• \ Games that’ll
* KICK QUAKE IPs ASS!
DUKE4EVER
Others that will
DAI KATANA
DIE TRYING
KLINGON HONOR GUARD
QUAKE III: The Latest News r
25 Greatest GUY GAMES
What 3D CARD is right for you
MADDEN ’99 has arrived
SEPTEMBER 1998
Become an UNREAL God
imagine
WARNING!
$7 . 99US $ 0 . 99C AN
0 9 >
CONTENT NOT SUITABLE FOR SMALL
CHILDREN OR OLD WOMEN
Complete love of fast games and an
uncontrollable urge to frag anyone who
gets in your way is recommended
01059
With the power of 3Dfx
EIDOS brought Lara Croft from object
Original lara Croft sketch, 1995 *
• * #
lara Croft starring in
Tomb Raider III, 1998
from Reve
Omikron: The Nomad Soul
www. eidosint eract ive . com
Tomb Raider III, Lara Croft, and her likeness are trademarks of Core Design. © 1997-1998 Core Design. Final Fantasy VII is a registered trademark of Square Co., Ltd.
) 1998 Square Co., Ltd. The character HIRO is copyright. ©1997 Ion Storm, L.P. Thief: The Dark Project is a trademark of Looking Glass Studios. © 1998 Looking Glass Studios.
Revenant and EIDOS Interactive are trademarks of EIDOS pic. © 1998 EIDOS. © 1998 3Dfx Interactive, Inc. The 3Dfx Interactive logo is a trademark of
3Dfx Interactive, Inc. in the USA and in other select countries. All rights reserved.
Every time someone dies in Quake!!,
Requiem Wrath ot the Fatten, 3 DO, Cyclone Studios, and the 3DO and Cyclone Studios iogos. are trademarks or registered trademarks of The 3DO Company in the U.S. and/or other countries. ©1998 The 3DO Company. Ali rights reserved.
RATING PENDING
PC
their soul ends up here.
WWW .REQUIEMPC.COM
T H p LAWS QF NATUpp
HE MOST ADVANCED TECHNOLOGY WE’VE EVER SEEN IN A PC GAMING TITLE!” - COMPUTER GAMING WORLD
1
g^V’’
14
|
IPi^
I
*****
1
r
HAVE BEEN BROKEN
GQING |p PAY-
YOU ARE ALONE, WASHED ASHORE ON INGEN'S REMOTE RESEARCH ISLAND,
SITE B, IN THE AFTERMATH OF THE LOST WORLD EXPEDITION. BEFORE
YOU LIES A DENSE, TROPICAL JUNGLE FILLED WITH PREHISTORIC
CARNIVORES THAT ARE VERY MUCH ALIVE. YOUR ONLY CHANCE OF
SURVIVAL IS TO USE YOUR WITS TO BATTLE THE RELENTLESS WILD
LIFE WITH ANYTHING YOU CAN GET YOUR HANDS ON.
THE EVOLUTION OF 1ST PERSON 3-D GAMING.
W W VV . T R E S P A S S E R.tO M
Trespasser™ & © 1998 U.C.S. Computer Program
Celebrities that just missed the cut: Boy George, George Michael, Michael Douglas
TECHPHIIGS
39
Complete 3D card round-up. Find out what the future holds and where your
money is best spent
p LAy By play
101
Find the best baseball game — See the future of football — Complete standings -
Beastly sporting moments
Unreal expert strategy from the makers of the game gives you the lowdown on every
weapon. Plus our Unreal quiz lets you see just how much you know!
ONLINE ARENA
118
Find out where and how to play Unreal online with the most in-depth
coverage anywhere
k-TRA
120
News you can trust, from people you shouldn't. Leo gets fragged — A killer
new joystick — Quake vs. Unreal — Shannon Tweed — 24 brand new games -
10-second Quake II strategy — Developer Spotlight — Women We Love To Play
— Don Knotts and a six-pack of Oly — and loads more
Out of the heap of first-person shooters that
are in progress, are there any that can topple
the current benchmark Quake 111 We’ve rated
the contenders (such as Prey, right) on their
potential to steal the crown
Morally invalid, horrifically violent, and damn
fun! These are the games that stir up our
testosterone and make us proud to be
men
QUAKE II
KILLERS
25 GREATEST
GUY GAMES
Make games with our exclusive
WorldCraft 1.6 demo, five new Unreal levels.
Quake skins, patches, and everything a gamer
needs in one nifty 650MB package
m
1
Mg**.
$.V ..a**
CELEBRITY APPEARANCES
Farrah Fawcett, Don Knotts, Billy Dee Williams, Bjork, Demi Moore, Pamela Anderson, Denise
Richards, Tonto. Evel Knievel. Dinky, Leonardo DiCaprio, Jeffrey Dahmer, Bill Clinton, Latrell
Sprewell, Nicolas Cage. Chewbacca, Phil Hartman, Ghandi, Shannon Tweed, Joan Collins.
Mary Hart, Anna Nicole Smith, Marv Albert, Kate Moss, Stephanie Seymour. Rick Springfield,
Abe Lincoln, Kato, Michelle Pfieffer, Phil Hartman’s Wife, Sonny 8ono, River Phoenix, Rosie
O’Donnell, and more surprise guests!
SLAVE
ZERO
Giant robots, giant screen-
shots, Tommy Lee, and
Chris Farley
EDITOR'S
It’s Mike Salmon’s inaugural letter, and an intro-
duction to the infamous PCXL editorial staff
FIRST PER
IB2
Do games really need a story? Editor in chief Mike
Salmon thinks not. But executive editor Rob Smith
takes him on in a scintillating debate
COMMAND &
CONQUER:
TIBERIAN SUN
The best-looking realtime
strategy game in years
7 . DAI KATANA
it may never be finished,
but it is starting to took
mighty good
ON THE COVER
Of course, who would’ve conceptualized this Reservoir Dog-e sque theme cover other than the demented editorial team. Digital illustrator Jim
Carroil created character visuals. We then put in some handmade blood (via Adobe Photoshop and Illustrator) created by assistant art director
Kyie LeBoeuf. Oh yeah, Q! composited the whole thing together amidst some intense creative debate — ahhhhh, publishing.
REQUIEM
Angels of death and Char-
lie’s Angels to boot
77 OUR SCORING SYSTEM, REVEALED
DESCENT
FREESPACE:
THE GREAT WAR
No more hallways and
plenty of action
MONSTER
TRUCK
MADNESS 2
Big-ass trucks with
helium-filled tires
78 UNREAL
Amazing game, great
engine, and the final word
on whether it’s better than
Quake II
INCOMING
Action gaming times 10
FLESH
FEAST
A buffet of brains for those
who are a bit off kilter
MECH-
COMMANDER
Like MechWarrior meets Red
Alert, or something
QUAKE II
MISSION PACK
THE RECKONING
More is better
■
X-COM:
INTERCEPTOR
Accounting in space
DOMINION:
STORM OVER
GIFT 3
Ion Storm finishes a game,
but is that enough?
REDLINE
RACER
Fast, smooth, ultimately
average
REDNECK
RAMPAGE
RIDES AGAIN
Dumb, ugly, and ignorant
(we let Dan review this)
HALF-UFE
Four pages, exclusive
screenshots, and every,
thing you ever wanted to
know about this game
TOMB
RAIDER 3
New info, new screens,
same old Lara
DRAKAN
Amazing new 3D game
takes center stage
PC ACCELERATOR September 1998
Keve You Brim An
Brian Ass unit Vehicle Lately?
FLAMETHROWER
2X RAOAR GRIOEO MISSILE
LAUNCHER
SECURE CONTROL SYSTEM with realtime
fractal encryption keeps your datalink untraceable
and unbreakable. Drive with confidence.
FUSION POWER PLANT delivers
smooth running power at temperatures
up to 700 degrees Kelvin
FUSION REAM
ARMOR FACINCS of renewable ceramic polymers
protect your vehicle from adverse conditions such as
plasma bolts and autocannon fire.
ELECTROMABNETIC REPOLSOR ORIVE
with gyrostabilization and inertial dampers
goes from 0 to 180km/h in 0.0014 seconds
The Apors Overlord
Armor Trend netmagazine’s
2219 Assault Vehicle of the Year
All Nataka Remotely Piloted Vehicles ship with version 56.9 of BattleHelper, Nataka’s award-winning operating system.
Some vehicles not exactly as shown. All performance specifications g.ven for unencumbered vehicles ini G of gravitational
force and 101.9 kPa of barometric pressure unless otherwise indicated. BattleHelper is a registered product of the Nataka
Corporate Empire. Unauthorized use of the BattleHelper name is a violation of applicable treaties and will be met with military
force. Gunmetal” and Mad Genius Software" are registered trademarks of Mad Genius Software Ltd.
MAD
GENIUS
A
Go to http://www.pcxl.com/gaming411
Q! once peeped at his kindergarten teacher’s panties — not that there’s anything wrong with that
CONTACTS
EDITOR'S LETTER
WELCOME TO THE JUNGLE
00
Os
Os
X!
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a.
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CO
Q£
0
1
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Thank you and congratulations on picking up the premiere issue of a PC gaming magazine that is
truly different than anything before it. The crack (and occasionally cracked) editorial staff of PC
ACCELERATOR is set to deliver a monthly magazine that shares the passion and excitement of its
readers — a companion as passionate and enthralled with the games as you are. Rather than try-
ing to be all things to all people, we aim to be the ultimate resource for devoted gamers. In the
process we’re going to have a load of fun. The two keys to a truly great magazine are to INFORM
and to ENTERTAIN. On both accounts I’m sure you’ll agree that PC ACCELERATOR hits the mark
like nobody else.
We’re not only the creators of this magazine, we are the readers. Every man on this staff (and
Carrie) loves playing PC games. Unlike some publications, we actually play the hell out of every
game we put in our magazine. When we’re not writing stories or discussing ’80s pop culture we’re
online playing Quake II, Unreal, and Battlezone. Because we are hardcore gamers you’ll notice that
the tone of voice is more like an informed friend rather than a stuffy journalist.
Before you read on I must issue a warning. We insult and offend everybody (including our-
selves), and it’s all done in poor taste to boot. So if you are easily offended or don’t enjoy raucous
laughter, now would be a good time to put this magazine down. However if you’re like us (a bit
demented), you’ll find that PC ACCELERATOR is a breath of fresh air in an otherwise stuffy market.
Enjoy the magazine, get a subscription, tell a friend, and prepare for one hell of a ride.
EDITOR IN CHIEF
[»] 1 1 1'
mf
p Jr
Heritage: Genus Oncoryhynchus
Beverage of choice: Beer (any)
Claim to fame: Reject model
for Diesel
Quote: “See you guys later. I’m
going to have drinks with [name of
PR flak]”
Now playing: Unreal, Quake II,
NHL '98
THE TEAM
EXECUTIVE EDITOR |
MANAGING EDITOR |
1
Hpr 'mi
^ I .
ROB SMITHS |
| CARRIE SHEPHERD^
Heritage: British
Beverage of choice: Samuel Adams
Boston Lager
Claim to fame: Currently 124th in
the world in Game, Net & Match
Quote: “Bloody Yanks”
Now playing: Unreal, FIFA World
Cup ’98, Descent Freespace, NAM
Pv
Heritage: Massachusetts (Bloody
Yank)
Beverage of choice: Black tea
Claim to fame: Ability to edit copy to
the sounds of Quake
Quote: “Hey [name of editor], stop
playing [name of game] and get
[name of story] in”
Now playing: Flesh Feast, Redjack:
Revenge of the Brethren, StarCraft
14
-| DISC/ASSISTANT EDITOR |-
ASSOCIATE EDITOR |-
DAN EGGER^ |
ED “SLASH” LEE^
Heritage: Hick
Beverage of choice: Pepsi and only
Pepsi
Claim to fame: Created Cone Of
Tragedy
Quote: "If someone says I’m crazy,
then I must be doing something
right”
Now playing: Unreal, Battlezone,
StarCraft
Heritage: Assimilated minority
Beverage of choice: Battery acid
and/or Coke
Claim to fame: Average arrival time
is 10:18
Quote: “Sorry I’m late”
Now playing: Quake II, Unreal, NHL
’98, RPS (rock, paper, scissors)
Q! DOROQUEZ^S
Heritage: The alphabet
Beverage of choice: Anything with
zing
Claim to fame: Has unlimited access
to strange and disturbing QuickTime
movies
Quote: “Not that there’s anything
wrong with that”
Now playing: NHL ’98, Unreal, Triple
Play ’98
! KYLE LeBOEUF ► |f
ART DIRECTOR | 1 ASSISTANT ART DIRECTOR |-
1 ■ ■ 1 h g
Heritage: French Texan
Beverage of choice: Gin and tonic
Claim to fame: Created a logo for a
pile of steaming crap
Quote: “Orange is a manly color, I
swear”
Now playing: Unreal, Turok, Photo-
shop
Caroline Simpson-Bint publisher
EDITORIAL
Mike Salmon
Rob Smith
Carrie Shepherd
Dan Egger
Ed “Slash” Lee
editor in chief
executive editor
managing editor
associate editor
disc/assistant editor
Contributing writers: Cliff Bleszinski, Chris Hudak, Bob Lindstrom,
Peter Olafson, Marc Saltzman, Christian Svensson
Pornographic consultant: Tom Russo
ART
Quintin Doroquez art director
Kyle LeBoeuf assistant art director
Contributing photographers: Aaron Lauer, Mark Madeo
Contributing digital illustrator: Jim Carroll
ADVERTISING
Mike Rogers
Debbie Burnett
Erik Piller
Dawnde Wallen
Jane Jarvis
PRODUCTION
Richard Lesovoy
Glenn Sadin
national sales manager
regional sales manager
marketing manager
account executive
advertising coordinator
production director
production coordinator
CIRCULATION
Holly Klingel
Stephanie Flanagan
Bruce Eldridge
Thea Selby
Peggy Mores
Amy Nibbi
Kristi Chezum
Clara Pon
Quyen Nguyen
vp circulation
subscription director
newsstand director
newsstand manager
fulfillment manager
direct mail manager
fulfillment specialist
direct marketing specialist
distribution marketing coordinator
IMAGINE MEDIA, INC.
Jonathon Simpson-Bint
Tom Valentino
Chris Anderson
PC ACCELERATOR
Editorial
vox 415-468-4684
fax 415-468-4686
email letters@pcxl.com
president, Imagine Games
vice president/CFO
president/CEO
Advertising
415-468-4684, ext. 150
415-468-4686
mrogers@pcxl.com
PC ACCELERATOR is published monthly by Imagine Media, Inc., 150
North Hill Drive, Brisbane, CA 94005, USA. Newsstand distribution
is handled by the Curtis Circulation Company. Subscriptions: One
year basic rate (12 issues): US: $30; Canada: $44; Foreign: $54 pre-
paid, US funds only. Canadian price includes postage and GST
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415-468-2500. For back issues, call 800-865-7240. POSTMASTER
send changes of address to PC ACCELERATOR, PO Box 52681, Boul-
der, CO 80322.
Entire contents © 1998, Imagine Media, Inc. All rights reserved.
Reproduction in whole or in part without permission is prohib-
ited. Imagine Media, Inc. also publishes Business 2.0, Game
Buyer, MacAddict, Maximum PC, Next Generation, PC Gamer, and
PSM. Products, characters, screenshots, etc. named and shown
in these pages are tradenames or trademarks of their respective
companies. Imagine Media, Inc. is not affiliated with the compa-
nies or products covered in PC ACCELERATOR.
Printed in the USA.
Unsolicited manuscripts cannot be returned or acknowledged.
We reserve the right to edit letters for space and clarity, and we
may make fun of any content therein. This issue is dedicated to
Starbucks. Love your chai tea latte! How do we get a franchise?
Dear Dan’s Mom: Thanks for visiting! Bring cookies next time.
—
Odds
this move: 10 to 1
Odds of fathering children afterwards: 1,000,000 to 1
PC ACCELERATOR September 1998
LIKE A RECORD, BABY
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Ixl
I-
X
The PCXL DISC is what
you've been waiting for
A
lot of PC game magazines have discs, and a lot of ’em have
demos, but none of ’em have PCXL’s unique perspective.
We are dedicated to giving you — the hardcore action
gamer — the best games, and the best coverage of those
games. You won’t find any demos for bowling games or WWII flight sims
here. Combine the best, most focused content with a stunning, intuitive
interface and what you have is a disc that can’t be touched.
So enough hyperbole, let’s get to the goods: We’ve rounded up 12 of
the hottest games right now to give you the stuff you really want.
Note to those who didn’t get the CD: The magazine is great, huh? But
look at all you’re missing by not getting the disc. Quit being a cheap
bastard and get the disc edition!
Got feedback?
disceditor@pcxl.com
(§jb
HALF-LIFE
World-exclusive shareware version of WorldCraft
1.6, the level design utility used in the creation
of Half-Life. Create maps for Quake, Quake II, and
Heretic II. Also featured: a movie of gameplay
featuring the game's intense action.
UNREAL
The next big thing? Five rockin’ deathmatch maps
including the world -exclusive Cone Of Tragedy and
Shooting Gallery. Be the first on your block to
experience these masterpieces.
©
QUAKE II
The essential Quake II archive: 3.14 playable demo,
3.17 patch with CTF, GameSpy 2.01, EraserBot,
QuickStart, JailBreak, and seven great DM maps.
©©
U UJ J
■mec-W*
MOTORACER £
An exclusive, early-look demo of the sequel to the
best motorcycle game on the PC.
DESCENT
FREESPACE
Find out why people are calling this one of the best,
if not the best, space combat sim out there.
©
X-COM:
INTERCEPTOR
Finally, you get to kill those alien bastards in
first-person!
^ ^
BATTLEZONE
This updated demo has full 3D card support,
so let *er rip and check out those explosions!
(p)
STARCRAFT
The demo. You know you want it. (With four all-new
missions for StarCraft vets.)
SCARS
Race futuristic heavily armed cars and blow stuff up.
CARMAGEDDON
This is quickly becoming a classic. A Voodoo 2
patch will give it a new lease on life.
g|
DAIKATANA
Believing the hype yet? This trailer should tide you
over until the real thing.
©
INCOMING
Not just a tech demo, this game has the goods.
Huge 3D board support.
CONFIDENTIAL
Upper management said
we'd all get canned
if we told you about our
screaming new high-resolution
2D/3D graphics card.
But they didn't
couldn't give you
V
www. soundblaster . com/hotgraphics/
[[Hey, how did that get there?]
PC ACCELERATOR September 1998
Originality 5 6
Story 3
Graphics 8 10
Multiplayer 10
as well as some that didn’t make
the list. But in the end we nar-
rowed our picks down to five
games that will definitely rise
above the rest and take the genre
to the next level.
Do you think we’re wrong,
insane, high on crack? Let us
know where you stand and what
you think of the upcoming first-
person shooter war. Send rantings
to umustbehigh@pcxl.com.
So here’s our thinking
Nothing got in the way
of the killing in Quake II, nothing. Epic
added clever monster movement, but
there wasn’t the same edge to the pure
visceral experience.
Quake //’ s technical
advances were far beyond anything else
at the time, but boiled down to a very
linear shooter. Unreal surpassed this
■ slightly in its level structure.
nere was a story for Quake II
and Unreal, but neither interfered with
the merciless slaughter of all the poly-
gons in the world.
In its time, Quake II ruled.
But Unreal surpassed it with some
stunning effects.
uakell still dominates
3 ng after its release, a statement on
its leading-edge position. Unreal is
struggling, though Epic continues to
work on it.
long after its releas
Nothing outstripped Quake II
for buzz factor (aside from Quake I,
perhaps).
is upon us
The Standard
••••)• A GANG OF WANNABE STARS ARE TAKING AIM AT BECOMING ...
Since Quake II and Unreal are the cur-
rent kings of the genre, we’ve rated
them in key categories to act as bench-
marks for the upcoming competition.
Any game that can reach this level of
perfection is considered a bona fide
Quake Killer.
W0-
The future of
first-person
shooters
CRITERIA
Pure action
QUAKE II
10
UNREAL
8
dog. Of course, since none of the
mentioned games are finished,
these ratings are subject to
instant and radical change
(although it isn’t likely). We’ve
scoured the development commu-
nity to find out which games hold
promise and which have trouble
holding water.
Because we are such huge fans
of the genre, we’re looking for-
ward to all the games we mention,
ou’ve heard the term
“Quake Killer” used
ever since Quake
appeared and
became the first-per-
son shooter benchmark. But what
does it actually mean?
With Quake II now some nine
months old, and the upstart
Unreal garnering the plaudits,
both engines have been released
to the development community. If
you’re into action gaming (and if
you’re not, why are you reading?),
the next 18 months are going to
supply enough fraggin’ excite-
ment to make you forget about
the great outdoors (you know that
bright place with lots of green that
you see on the way to EB?).
We’ve taken all the upcoming
games and rated them on their
potential to top the first-person
shooter pile — these are the ones
that you’re gonna have to play.
Our ratings are based on what
we’ve seen in demos, what we’ve
learned from talking to the devel-
opers, and from our expert sense
of what’s going to make a game
the one to beat. We reckon we’re
on the money — to the point that
we gave all upcoming first-person
shooters odds on being the top
The Genuine
Killers
e had to make a
stand. There
are so many
damned first-
person shoot-
ers on the way between now and
the end of ’99 that the options for
gunslingers will be almost endless.
w
Still, only a few are currently
showing the hallmarks of quality
necessary to gib Quake II. What
bizarre thinking or mind-altering
substances were we doing when
the call was made? Well, pure
action tops the list. We want to
see the games ready to get those
adrenal glands pumping with over-
doses of the natural action drug.
However a solid story and deep
gameplay don’t hurt either.
So stand up and take a bow, Half-
Life, Sin, Daikatana, Prey, and Duke
Nukem Forever. Developers and
gamers alike await your completion.
DEVELOPER ■■■}■ 3D Realms
PUBLISHER-;- GT Interactive
The skinny: Portal technology is
the hot, upcoming buzzword, and
Prey kicked that off. Incredible
environment effects are shaping an
intriguing immersive experience.
Why it's better
than Quake II: Paul Schuyetma,
lead designer, 3D Realms: “Prey and
Quake II are trying to do different
things, and in my opinion, Quake II
did what it set out to do very well.
On a pure technology side, we have
the obvious advantages of truly
<
9
dynamic geometry and a more flexi-
world unlike any other we’ve
Cd
Ul
ble and refined lighting system.
seen. When players can go
1-
There are some other things as well,
into any building and destroy
Cd
9
but they’re more subtle and eso-
everything from the leather
u
teric. On the gameplay side of
sofa to the roof, then we’re
things. I’ll pass on that answer.
talking about a morphing uni-
7
since Quake II is out and plays well
verse that catapults them into
and we’re still in development —
a different world each game
9
any gameplay statements we make
depending on how it’s played.
are pure conjecture and purely edu-
While the technology looks
cated guesses.”
great, we haven’t played much
of the game. However, given
8
The PCXL take: From what
3D Realms’ proven track
we’ve seen, Prey and the technol-
record, we feel strongly that
*_*
ogy behind it are truly the next
Prey is likely to be the best 3D
step in 3D gaming. The realistic
shooter released in 1999 — that
Cfi
environments and complete inter-
is, if the game is actually
action with them create a virtual
finished in 1999.
Pure action: There's no way that this
portal technology is going to waste. It
offers more mind-screwing ways to kill
the other guy.
Originality: Portal technology seems
amazingly open-ended in the options
available to level designers.
Story: Talon Brave is set to become a
long-term franchise. Not as cute as Lara,
but he has feathers.
Graphics: Amazing special effects,
mind-melting portal tricks, and hyper-
detailed architecture.
Multiplayer: Innovative weapons uti-
lizing the portals are gonna fry minds as
well as bodies.
Buzz: Since it was conceived, it had a
buzz. A challenger to Unreal for the next
big hype machine.
Score
PC ACCELERATOR September 1998
PC ACCELERATOR September 1998
or both software and hardware)
create a much richer single-player
experience.”
Half-Life
DEVELOPER Valve Software
PUBLISHER — v Sierra
The skinny: Take the best ele-
ments from the code of Quake,
GLQuake, QuakeWorld, and
Quake II, throw in a whole bunch
of your own scripted events, fully
featured WorldCraft level editor,
multiplayer add-on courtesy of
Team Fortress, and it’s a hugely
compelling mix.
Why it's better
than Quake II: Gabe Newell,
managing director. Valve Soft-
ware: "... scripted sequences, a
very sophisticated Al, and a great
visual toolkit (that enables all the
cool effects like decals, beam
effects, and procedural textures
The PCXL take: A first-person
shooter with brains and brawn,
Half-Life has the entire develop-
ment and gaming community wait-
ing for a chance to play it. Team
Fortress multiplayer is crucial to
Half-Life’ s life, it’s just too bad it
doesn’t come with the game.
< 7
Pure action: Thought and strategy
will be vital to the killing spree. But
W
there will be a major beast killfest.
t 9
Originality: A shooter with a real
cr
brain — that’s genuinely original.
u 9
Story: You’re trapped by the govern-
ment and the beasts of hell. Sounds
like a story.
7
Graphics: The engine’s not the best
anymore, but the detail is exquisite.
7
Multiplayer: Team Fortress 2 will
come as an add-on. Out of box there are
thoughtful touches.
0
BUZZ: It’s been delayed long enough
to gather momentum. Everyone seems
to be excited about it.
47
Score
guys hide, attack, retreat, and jf*
think about what they are K)
doing. We wanted to re-create
a lot of real-world environ- fe
ments (or at least model after
them). Use of audio sidekick
j.C. is unique. It will help guide I
the player through the game “
with audio clues, helpful hints,
witty banter, and crazy wisecracks.
[Sounds like a pitch for a new sit-
com!] The mood music also
changes as the action changes.”
9
Pure action: Using the Quake II
engine, that same action intensity is
expected.
0
Originality: ABOs make playing
the single-player game more than once
a plus. Design style appears to be
“Quake II, but more so.”
7
Story: Futuristic drug lords. Big
whoop. But a hot biochemist vixen is a
definite plus.
7
Graphics: Er, Quake II, but more so.
Real-world settings are a distinct
selling point.
0
Multiplayer: Deathmatches in the
real-world setting are what every
shooter fan has wanted. And the ulti-
mate sniper rifle is incredible.
7
Buzz: Everyone who has seen it is
mighty impressed. The use of vixen
Elexis Sinclaire will help.
46
Score
The PCXL take: The powerful
weapons, interactive backgrounds,
and real-world setting are starting
to make Sin look more and more
like the real thing.
Why it’s better
than Quake II: joe Selinske,
project manager, Ritual Entertain-
ment: “ABOs (Action-Based Out-
comes) allow you to affect other
levels later on in the game. One lit-
tle action can trigger big changes
in later levels and could make
things incredibly hard. It’s a much
more interactive world with lots of
moving machinery, puzzles, and
destroyable environments. Our
character Al is beefed up. The
V
HR
DEVELOPER — j> Ritual Entertainment
PUBLISHER-? Activision
he skinny: It’s the team behind
the Scourge ofArmagon Quake
add-on. Good creative level
designers (including the self-
styled Levelord) should push the
Quake II engine to its limits. It’s
also likely to be the first game out.
What They're Saying
UHO KNOWS MORE ABOUT THE FIRST-PERSON SHOOTER GENRE
THAN THE GUyS UHO MAKE THE GAMES?
THE DEVELOPERS OF THESE GAMES
ARE ALSO THE BIGGEST FANS, SO WE
ASKED THEM A FEW QUESTIONS TO
SEE WHAT THE FUTURE MIGHT HOLD
FOR THE GENRE. JUST FROM THEIR
RESPONSES WE CAN TELL CLEARLY
WHICH DIRECTION THE GENRE IS
HEADING - AND IT'S ALL GOOD.
What is the
best 3D engine,
and why?
John Romero,
Daikatana :
“ Unreal , because
you can make
your game bigger, prettier, and cheaper
than any other engine available at this
time.”
John Romero
Why does story matter — or does it?
Seamus Blackley, Trespasser : “It’s
really about setting up a cool place
where a bunch of interesting things can
happen, and letting the player be the
star. I am really against games that try
to shove a lot of plot down the player’s
throat. It’s not about that.”
Glen Dahlgren, Wheel of Time : “It
absolutely matters. I don’t believe that a
story has ever been effectively told in
this genre. Story gives motivation, it
explains why things happen, and it can
be the impetus to keep someone playing
until the end. I’ve yet to play a FPS
where I actually cared about the plot. If I
finished the game, it was for totally dif-
ferent reasons.”
Do you see level editing utilities
as a key component?
Seamus Blackley: “It’s cool. However,
it should not be there to make up for
lack of interesting gameplay or lack-
luster level design. Ditto for multi-
player. Neither should be a crutch for
a shitty single-player environment.”
has to keep him interested. This is
accomplished through balance (don’t
piss anyone off), ease of use (don’t
make it hard to get started), and solid-
ity (don’t piss any-
one off). It is also
accomplished
through providing
feelings that can’t
be received any-
where else.”
than any other engine available at
this time.”
Originality: RPG focus and the use
of NPCs to help out offer a real chance
for character interaction and a sense of
being involved in a fierce struggle in a
real (but fantastic) world.
Story: Time traveling offers plenty
of opportunities. As do big swords.
Daikatana has both.
Graphics: New textures within the
Quake II engine have started to bring
ancient Greece to life with impressive
style.
Multiplayer: Romero: “Cool,
balanced weapons being used in fast,
beautiful killing arenas.” Perfect
philosophy. Execution TBD.
BUZZ: Has Romero still got it? Delays
in shipping don’t help, and everyone
seems to want to knock the first
industry “star.”
Score
Why it's better
than Quake II: John Romero,
game designer, Ion Storm:
“Smoother animation, more vari-
ety, more story, character cus-
tomization, better physics.”
Despite using the Quake II
engine for this game, Ion Storm’s
out-of-house development of
Daikatana 2 has turned to Unreal
because “you can make your
game bigger, prettier, and cheaper
Pure action: With all those
monsters (some 80) and all those
weapons (some 32) the action
quotient won’t be lacking, despite
the RPG skew.
The skinny: Game designer
John Romero has a reputation to
keep. The RPG/action blend pro-
vides a background of possibilities
for character development.
The PCXL take: Daikatana’s
levels and monsters look incredi-
ble, but we’re still waiting to see if
Romero and Ion Storm can pull off
the sidekick Al as promised. It’s
likely this feature won’t make it.
Story: Duke versus the alien scum. Not
astounding, but it's the way he disposes
of them that counts.
The skinny: Duke’s latest
adventure turns from the Quake II
engine to Unreal in order to create
the levels and immersive environ-
ment interaction that was the hall-
mark of Duke 3D. The big ques-
tion: When is this game going to
come out?
Graphics: The change to the Unreal
engine is key. Expect a dynamic environ-
ment.
Multiplayer: Level design has always
been good at 3D Realms, but the Unreal
engine is still unproven.
Buzz: News of the engine change
spread like wildfire over the Internet.
Score
Why it's better
than Quake II: That engine
change says a lot. George Brous-
sard has been quick to answer
questions about this change, most
importantly over the delay it will
cause. The answer “four to six
weeks” is surprising. 3D Realms’
determinatiorfto create the fun
and excitement that made Duke
such a hit is already evident. And
with a Las Vegas setting, it looks
like the 3D Realms guys will have
to do some more research at the
strip joints. Hey, need any help?
The PCXL take: Running
on the Quake II engine, Duke
Nukem Forever already looked
like a winner. With the addi-
tion of the scripting and
graphic capabilities of Unreal,
we’re drooling in anticipation.
Pure action: This is Duke. Action is
all he knows how to get.
Originality: Always high throughout
Duke, and the same design philosophy
carries over.
What makes up your mind
on using licensed engines or I
creating your own?
Gabe Newell, H alf-L ife: I ^
“john Carmack had done
some great work on render-
ing static environments that would
have taken us a long time to duplicate.
Instead we decided to focus on aspects
of the engine like animation and Al. We
have to pay license fees, but we get a
better game out to cus-
tomers sooner with less
risk. With 20-20 hindsight
we are still completely
pleased with the decision.”
What is the key to great multiplayer?
Evan Margolin, Requiem: “Balance,
balance, and more balance.”
Randy Pitchford, Prax War : “Once
someone tries the game, the designer
DEVELOPER •••$• Ion Storm
PUBLISHER-;- Eidos
Duke Nukem
Forever ^
DEVELOPER ■■■’* 3 D Realms
PUBLISHER -5- GT Interactive
PC ACCELERATOR September 1998
I AM ONE WITH THE CROSSHAIRS
I AM A FORCE TO BE RECKONED WITH
#1998 Microsoft Corporation. All rights reserved. Microsoft and Urban Assault are either registered trademarks or trademarks of Microsoft Corporation in the U.S. and/or other countries.
HAVE AN ENORMOUS TANK BATTALION
HAVE AN ARSENAL OF WEAPONS AT MY FINGERTIPS
I’VE DESTROYED BUILDINGS IN MY WAY.
TE R^ATOOLS
Computer Graphics Solutions
Hey hot shot, you’re dead because you didn’t think. To save the Earth in Urban Assault 1 ;
you must manage your resources, upgrade your technologies, control your squadrons, and deploy your troops
using an interactive map. All this at the same time you’re shooting everything in sight.
Microsoft
I’VE DRIVEN MY VEHICLES LIKE A MANIAC.
I’VE TELEPORTED INTO MY SATELLITE.
A
I dead!
TORCHED A TAERKAST BIPLANE.
ft
l i
JX
~ - : -■
I HAVE THE FIERCE AIR FORCE.
I KNOW HOW TO DEFEND MY HOST STATION.
i . m mi v ■ '
.C *. .' s
i; . Aji
• M ~ * cj|§
4 m
Sri.
i 1 ■ i-j
. i- v,,y . : 1 il .
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>* - , t v ••
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*
It’s the perfect blend of action and strategy that you can make even more
challenging with multiplayer capabilities. So use that gray matter. Or you’ll lose it.
Think yourself over to www.microsoft.com/games/urbanassault
fWt
PC ACCELERATOR September 1998
... And
the rest
he accolade of being a
bona fide Quake Killer
is not something easily
bestowed by the PCXL
staff. So why didn’t
these make the grade? In many
cases it’s simply too early to really
get a feel for their potential —
Amen and Prax War, for example. In
our insatiable desire for all games
action-based, the PCXL staff is look-
ing forward to all of them — particu-
larly Trespasser (even with no multi-
player gameplay), Max Payne, and
Klingon Honor Guard.
Where story comes to the fore,
perhaps that crucial action quo-
tient is curtailed. So the question
is, what are you looking for in your
first-person shooters? Now get a
sense of some of those forthcom-
ing games that are vying to be in
that Quake-Killer category, some of
which will die trying ...
The skinny: As framed cop Max
Payne, you’re taking no prisoners
on an adventure through New York
to avenge your family’s slaughter.
The story is delivered through
character interaction.
Why it's better
than Quake II: Scott Miller,
president, 3D Realms: “Max is a
different game in dozens of ways,
such as in-game character interac-
tions, style of gameplay, third-per-
Why it's not: Everything
we’ve seen on Max Payne is
mighty impressive, but there
still hasn’t been a decent third-
person multiplayer game.
Could this be the first? In the
following months we’ll find out.
son perspective, realistic loca-
tions, realistic weapons (noth-
ing sci-fi), all characters will
talk during the game’s action
(giving the game more of a
movie feel), and of course
superior technology that will
be as good as any available at
the time of the game’s release.”
Wheel of Ti
fortresses. Strategic spell combat
— it’s more important to make the
right decisions than to be the first
offe to pull the trigger. Deathmatch
is a much more strategic experi-
ence, while remaining just as vis-
ceral. Real-world architecture —
we’ve gone to some lengths to cre-
ate spaces that feel real. Single-
player depth — a compelling
story — very much in the Jor-
dan tradition — supported by
in-game cinematics, dialogues
with NPCs, scripted story
events, dynamic mission objec-
tives, and real character devel-
opment derived from the plot.
It has a definite beginning,
middle, and end. It has a clear
focus and a point. Many of the
game’s elements have been
developed with multiplayer
solely in mind.”
n
Pure action: A high action quotient
working within the story-powered
framework.
Originality: A modern setting and
DC.
adventure concept put a different spin on
U
the straight-up shooter.
9
Story: Max has real purpose. A
murdered boss and slaughtered family
provide a backbone for many twists and
turns.
3
Graphics: It’s a whole new engine
(with help from the Prey development
team). And it has some of the best
weapons and smoke effects we’ve seen.
6
Multiplayer: No real info, but the set-
ting is perfect for some third-person
street battles.
4
Buzz: Known mainly to the develop-
ment community, expect the buzz to
get louder.
43
Score
<
DC
6
Pure action: There’s gonna be killin’
but there’s gonna be plenty of thinkin’.
UJ
1 -
DC
8
Originality: A combination of action
and strategy within a living world frame-
work is a compelling premise.
U
9
Story: Jordan is one of the hottest fan-
tasy authors, and Dahlgren’s credits
include Death Gate, an adventure with a
thought-provoking story.
9
Graphics-. We know what the Unreal
engine is capable of. With Legend’s tal-
ented fantasy artists, the cities of Jor-
dan’s world are likely to come alive.
c
Multiplayer: It’s difficult to work out
how the detail of the single-player game
will cross over, but Internet problems
should be fixed by ship date.
■7
i
Buzz: The Unreal engine and a positive
buzz from E3 are only the start of what
could be big things for Legend.
44
Score
What is your all-time favorite
first-person shooter weapon?
John Romero: “The rocket launcher.
Or double-barreled shotgun.”
Glen Dahlgren: “I probably had the
most fun with the sniper rifle in Gold-
enEye [N64]. It was a
very different (and
cool) experience than
what I’d encountered
up until then. Of ^
course, my answer will *(•
be different after we
choking in pain. Another favorite
weapon I loved to hate was the rocket
launcher from Quake. A friend of mine
would always play against me on Edge
of Oblivion and use the rocket’s splash
damage to blow me off the level, thus
falling to my death. Man, 1 hated that.”
Dan Freed, Heretic II: “The phoenix rod
from the original Heretic .”
Gabe Newell: “The first time I started up
the chainsaw in Doom was one of the best
moments I’ve had playing a computer
game.”
John Broomhall,X-CO/W
Alliance: “The chainsaw
from Doom and Doom II —
~ r > does that make me a bad
person?” (No, it makes
you a PCXL person)
release our game.” .
Joe Selinske, Sin: “Going back to Doom
and Doom II, the plasma rifle. It was very
satisfying to lay down a spread of fire,
strafe around someone, and keep ham-
mering away at them until they died
>vw
_ ? X
i l 4* r 'i cq c*
i! Wj«rP I r4 { Yth? r
I DEPLOYED MY GUYS USING THE TRANSPARENT MAP.
I TOLD MY GUYS TO ATTACK FROM BOTH FLANKS.
i.,j L,J
L.J m" L,J
1
1 TL,-* |
QSS^ Xt ' ■ ~. S
v S r~i j • r
i t -1 ?!
:i 1 H
! 4 CT
I KNOW WHERE THE TECH UPGRADE SECTOR IS.
I KNOW WHERE TO PLACE MY HOST STATION.
r -i ~ H rn B"
■ Li ■- ? . ...
2i2 Lr a
:
KNOW WHERE THE POWER STATIONS ARE.
S*0 WHY AM I STILL DEAD?
Create your squadrons and set their level of
aggressiveness to defend, attack, or raid.
Hey mastermind, you’re dead because you didn’t get your hands dirty. Battle 5 unique alien and human enemy races.
In Urban Assault, you have to battle on the frenzied front lines at the same time
you’re strategizing the entire war. Of course, your years studying at military
school will come in handy, but to win, you better warm up that trigger finger.
Shoot your browser over to www.microsoft.com/games/urbanassault.
1998 Microsoft Corporation. All rights reserved. Microsoft and Urban Assault are either registered trademarks or trademarks of Microsoft Corporation in the U.S. and/or other countries.
»
Why it's better
than Quake II: Seamus Black-
ley, project leader, Dreamworks: “I
think we are trying to do some-
thing fundamentally different than
Trespasser
DEVELOPER — >• Dreamworks Interactive
PUBLISHER — Dreamworks Interactive
The skinny: Dinosaurs. Dream-
works uses the Spielberg connec-
tion to create the game that the
Lost World movie failed to be.
’ Quake, so it’s hard to say if some-
thing is ‘better.’ Also, Quake is a
real work of art. It feels really
good, really solid, really finished
and tweaked. The five most differ-
ent things, I think, are pretty clear.
First, we render the outdoors.
Second, we don’t special case
anything, so, for instance, any-
thing you can pick up is a
weapon. Third, our player char-
acter is just a normal person.
Fourth, we cop a much more
realistic style, so for instance
all our guns are actually
licensed so they look and
sound like the real thing. And
finally, we have dinosaurs.”
Why it's not: There isn’t
going to be a multiplayerver-
sion. ’Nuff said!
<
6
Pure action: Many dinosaurs to try
X
to make extinct again.
w
8
Originality: An original engine
creates incredible outdoor scenes, and a
X
real-world physics model creates an
u
immersive environment.
6
Story: The story of the movie was not
great. Use of the actors’ voices helps.
9
Graphics: Those dinosaurs look so
damn real, with the skin texture pulsing
over the skeleton.
0
Multiplayer: Oops.
y
Buzz: The fact that there’s any hype at
all shows the kind of impression this
game is making on people.
O'?
1
Score
The Awakening
DEVELOPER ••• y Cavedog Entertainment
PUBLISHER •••$• Cavedog Entertainment
The skinny: Greg MacMartin,
lead designer, Cavedog: “You’ll
really feel like you’re a major
player in a 50-hour James
Cameron movie.” It’s an ambitious
approach. Let’s just hope it does-
n’t sink. The Amengine looks to be
capable of competing with Unreal.
Why it's better
than Quake II: Greg MacMartin:
“We are striving to give the player
experiences that he has never had
before, like jumping out of an air-
plane and exploring realistic places
like a built-to-scale aircraft carrier. I
think Amen’s key difference will be
the unique blend of the 3D action
and adventure genres. You get the
in-your-face, intense first-person
action found in shooters along with
the epic storyline, inventory sys-
tem, characters, and overall depth
of adventure games.”
Prax War
DEVELOPER -i Rebel Boat Rocker
PUBLISHER — ‘e Electronic Arts
The skinny: A new engine based
on modular Java-script has the
flexibility to deal with indoor and
outdoor environs. And the Java
base will help Internet play and
user customization.
Why it's better
than Quake II: Randy Pitchford,
lead level designer, Rebel Boat
Rocker: “A real world with recog-
nizable, dynamic areas in a consis-
tent near future (2032) world. Four
characters will be present
throughout the game, helping the
player and doing tons of cool stuff.
Why it's not: It’s an impres-
sive first foray into the first-
person shooter genre by Cave-
dog, but the company has a
bunch to prove against some
wicked competition.
<
7
Pure action: The adventure style in
X
its puzzles may detract from some of the
w
promised mayhem.
1 -
7
Originality: Designed in full before
X
the code was written, the Amengine
u
should produce some memorable events.
6
Story: You’re a trained commando.
y
Graphics: Early shots show beauti-
fully lit, elegantly designed real-world
environs created to scale.
6
Multiplayer: Here’s the philosophy:
“A balance between different strategies
that allow players with different play
styles to still be good at the game.”
c
Buzz: It’s just starting, but early
screens and info look hot.
39
Score
For multiplayer, Java game
architecture is safe and Inter-
net friendly. You can ride in or
actually drive vehicles in the
air, on land, on the water, and
underwater. Interactive envi-
ronments. The highest polygon
budgets in a first-person
shooter to date.”
<
X
X
u
Why it's not: We just
haven’t seen enough on this
game to get a fair reading. We
are excited about the
prospects, but cautious of
bestowing too much praise.
8
Pure action: Team action is
promised, as is the use of vehicles.
1
Originality: Extra characters,
different playing styles, and the Java
code should allow some new touches.
6
Story: A corrupt power company holds
the world hostage. Go save the world,
Special Forces Dude.
7
1
Graphics: It’s a whole new java-
based engine, but the early shots show
promise of real detail.
7
Multiplayer: Solid design premises,
with Java’s Internet-friendly base, create
real potential.
4
BUZZ: Little has been heard so far, but
the design philosophy is certainly solid.
40
Score
03 :
5 What They're Saying
Greg MacMartin, A men: The Awak-
salt in Requiem will
ally first seen in Shadow Warrior).”
or the Duke Nukem miniaturizer. The axe
ening: “The Doom II double-barreled
change all that.”
was just brilliantly tuned. But the minia-
Developer X,5 tar Trek: Klingon
shotgun was awesome.”
Paul Schuytema,
turizer was really funny.”
Honor Guard : “The Quake 1 rocket
Paul Butterfield, Shogo: Mobile
Prey: “This may
Randy Pitchford: “ Doom II super shot-
launcher! Simple to use yet difficult to
Armor Division : “The plasma rifle
sound strange, but
gun ... without a doubt.”
master. Once mastered this weapon is
in Doom II. 1 loved the sound, the
for me it was the
Scott Miller, Max Payne : “1 can’t pick
devastating to any opponent.”
effect, the whole thing.”
laser trip bomb in
just one, because 1 like several for differ-
ent reasons. The shotgun (from various
David Stalker, Alien vs. Predator :
Evan Margolin: “1 fear that this is
Duke 3 D — that
“Rocket launcher.”
going to be too cliche an answer,
weapon really allowed you to interact
games) is hard to beat as the best all-
however the rocket launcher in Quake
with the environment and become a
around weapon, but other fun weapons
probably got most of my play time,
thinking player rather than just a twitch
include the firewall blast from Rise of
quickly followed by the chaingun in
Doom. However, turning people to
player.”
Seamus Blackley: “Either the Quake axe,
the Triad, Duke Nukem 3 D’ s shrinker,
and Quake IT s rail gun (which was actu-
*
Shogo:
Mobile Armor Division
DEVELOPER
•••:• Monolith Productions
PUBLISHER-
Monolith Productions
The skinny: Japanese
anime-influenced combat in a
detailed world, backed by realtime
instructions from well-docu-
mented characters.
Why it's better
than Quake II: Paul Butterfield,
public relations manager, Monolith
Productions: “Character develop-
ment and storyline: Sanjuro Makabe
(the main character) experiences a
range of emotion. [Through] two dif-
ferent modes of play (on foot and
piloting a 30-foot-tall anime-inspired
mecha), you’ll have access to two
completely separate arsenals, with
each mode offering 10 unique
weapons. All of our characters have
motion-captured animation. Plus,
we’ve got hit detection for our
bipedal enemies, which allows limb-
specific animations when you shoot
enemies. So if you shoot a guy in
Why it's not: As far as we
know, mechs don’t bleed, and
anime is just plain weird.
Pure action: Don’t expect too many
taxing puzzles and Shakespearean dia-
logue in an anime game.
Originality: Anime-styte games
haven't made an impact on the PC, but
the setting is ripe for wild action.
Story: Character interaction and direc-
tion is carefully woven into the plot.
Graphics: The LithTech engine accom-
modates the color and flexibility the
anime game style requires.
Multiplayer: Development tools for
user levels will help provide variation.
Buzz: Anime has a devoted following.
Crossing the humor style over to the
mainstream might be tough.
Score
Heretic life
DEVELOPER — i- Raven Software
PUBLISHER Activision
Irne skinny: Heretic, the
’medieval fantasy using the Doom
engine, goes third person using
the Quake II engine. Detailed art-
work and textures look incredible.
tons of variety. The levels
range from city streets to out-
doors in a swamp or a canyon.
Most of the areas of the game
are grouped together, and
each of these groups has a set
of monsters associated with
them. So you really get a sense
of a variety of monsters.”
Why it's better
than Quake il: Dan Freed, pro-
ject administrator, Raven Software:
“We are better looking than Quake
II, primarily due to the fact that we
are using 24-bit color. We have put
some real effort into improving the
monster Al. Our levels are full of
mood and atmosphere. We have
Why it's not: The game
plays more like Nightmare
Creatures, taking away the
ability to precisely aim
weapons and spells.
X-COM*
Alliance
DEVELOPER •
MicroProse
PUBLISHER-
MicroProse
The skinny: Take the classic
turn-based strategy and put it in an
Unreal engine-based first-person
style. Strategy still plays a part in
moving your team members, and
technology-building elements of
the franchise should add a twist to
this genre. The communication
with team members is nice.
Why it's better
than Quake II:
John Broomhall,
producer, Micro-
Prose: “Control of
multiple troopers,
with simultaneous
trooper viewpoints
[you get to see
what they can see
in windows on
your display]. Adjustable overhead
maps, both on blackscreen and
overlaid over the 3D view. Full
squad management and strategic
use of troopers — not just run and
gun. Truly interactive music via live
multi-channel
CD-streaming. A
great unfolding
storyline based
in the X-COM
universe!”
Why it's not:
It’ll be different,
but is that
good? We worry
the action could be secondary
to the strategy. MicroProse still
needs to prove itself in this cat-
egory. However, Starship
Troopers and Klingon Honor
Guard both look good as well.
<
s
Pure action: Whether spells or fantasy
tr
weapons, the concept is simple and sweet.
w
t«
Originality: Third-person will be
different, but it’s a sequel, so expect the
tr
same game style.
u
6
Story: Corvus returns in a search for
the cure to a deadly plague.
?
Graphics: There’s more color and
detail than in Quake II, but still a certain
drabness to the textures.
7
Multiplayer: The combo of defensive
and offensive mana for spells plus fan-
tasy weapons holds promise.
7
Buzz: Raven’s background is solid.
Expect the same buzz as Heretic had
when coming after Doom.
-41
Score
< 6
Pure action: With teams to accom-
modate and maps to watch there will be
UJ
a lot to occupy the gray matter.
H 0
Originality: The tactical level of mov-
c r
ing troopers, with the technical options
u
provided by the Unreal engine.
7
Story: More alien threats, but this time
you get down and dirty with your team.
C;
Graphics: Unreal engine = good looks.
Detailed textures in the early levels
created so far look the part.
•7
Multiplayer: Communicating with
team members will add a tactical element.
6
BUZZ: X-COM' s progression to first-per-
son, backed by the Unreal engine, is
definitely one to watch.
42
Score
What is the future of the genre?
Joe Selinske: “Game design will con-
tinue to get more complex and deeper
with more intricate and detailed story-
lines.”
Dan Freed: “I think that the genre will
continue to mature to the point of nearly
total immersion. Heck, maybe someday
‘Star Trek”s holo-deck will exist. But, in
the more immediate future, i think the
addition of multiple monitor support in
Win98 we can expect to see this becom-
ing a feature in the genre. I also expect
that VR goggles may make a comeback,
now that the technology is finally at a
point where it is feasible.”
John Broomhall: “In the short-term, bet-
ter storylines and more strategy to get
people more involved in the games
they’re playing. Longer-term I guess it’ll
be persistent-universe games and huge
online games with huge numbers of
players in city-sized maps ... I’m looking
forward to that.”
Greg MacMartin: “I think we will see a
much stronger focus on unique content
and storylines than we are seeing now.
Especially when we get past the current
fixation on engine features, statistics,
etc.”
Paul Butterfield: “By the beginning of
’99, software rendering will be dead.
There’s almost no need to spend time
developing games that don’t require
hardware.”
Most anticipated:
We asked all these developers which
five first-person shooters they were
most anticipating. Here are the top
five, with the number of people who
mentioned them:
Half-Life
12
Sin
7
Duke Nukem Forever
6
Prey
6
Daikatana
4
PC ACCELERATOR September 1998
PC ACCELERATOR September 1998
The skinny: Battles of heavenly
proportions as Malachi confronts
the dark angels. Spells of divine ori-
gin and all manner of other reli-
gious paraphernalia set up a con-
frontation with the dark side that’s
bound to cause controversy.
Why it's better t
than Quake li: Evan Margolin,
executive pro-
ducer, Cyclone
Studios:
“Requiem is all
about delivering
that immersive,
action-oriented
combat, but it’s
also about inter-
action, realism,
and one hell of a story. We’ve built
our technology from the ground up,
and we’ve come away with our own
defined look and the ability to rede-
fine our game play. Our look feels
different, and it’s absolutely gor-
geous. Our artists
have created some
of the most unique
enemies ever seen.
The programmers
have done an
incredible job cre-
ating an Emotive
Animation Technol-
ogy that gives crea-
tures and NPCs a level of ani-
mation that is unsurpassed.”
Why it's not: Brilliant ideas,
solid engine, but can it stand
up to the big boys?
Star Trek!*
Klingon Honor Guard
DEVELOPER •••$• MicroProse
PUBLISHER •••;> MicroProse
The skinny: Essentially, Klingon
Honor Guard is a “Star T rek” total
conversion for Unreal. New character
art and weapons straight out of the
series offers the Klingon perspective
that “Star Trek” gamers have yet to
experience. Early versions show
plenty of the necessary blood.
Why it's better
than Quake II: Klingon Honor
Guard team, MicroProse: “Supe-
rior Al that uses cover to hide from
players as well as working in
groups to eliminate the player.
Immersive reproduction of the
Klingon universe. Ten unique
weapons including the D’k
tagh knife and Bat’ leth blade
from the series. An evolving
storyline delivered by actual
‘Star Trek: The Next Genera-
tion’ personalities.”
Why it's not: The limits of
the “Star Trek” license and the
problems with Unreal multi-
player code could be a problem.
<
a :
U )
~7
Pure action: Picking and choosing
between which characters to turn to salt
should still keep the action up.
V-
cr
S
Originality: involvement with NPCs is
key to the gameplay.
Story: Milton’s Paradise Lost was an
inspiration, as heavenly wars caused the
shit to fly among the angels.
■7
Graphics: Detailed animations will
make the all-important NPCs come alive.
c
Multiplayer: One-on-one play is likely
easier to accomplish, but gamers love
aiming to top a pile of 16 or more.
Buzz: The marketing machine will
heighten the hype with this controversial
subject matter.
43
Score
Pure action: It's Klingons, dammit.
They don’t know what else to do but fight.
Originality: Scores points for the
Klingon perspective and the prominence
of melee combat.
Story: Chasing the perpetrators of an
assassination attempt on the Klingon boss.
Graphics: It's tough to not look good
with the Unreal engine, but the environ-
ments are looking good and the charac-
ter detail is excellent.
Multiplayer: The multiplayer game
will suffer from Unrects current problems.
Buzz: It’s not receiving the attention it
may deserve as the first commercial
Unreal-based game to appear.
4£
Score
Jllien vs.
-^Predator
DEVELOPER ••
:> Fox Interactive
PUBLISHER-
Fox Interactive
The skinny: It’s been attempted
before, but the Fox license offers
the official version deal to the
famous aliens. Essentially three
games in one, Alien vs. Predator’s
Alien, Predator, and Marine levels
are all unique in story and game-
play mechanics.
Why it's better
than Quake II: David Stalker,
producer. Fox Interactive: “The
player is immersed in a first-person
world full of Aliens and Predators.
You can choose between three
species, each with unique
weapons, abilities, and maneuver-
ing characteristics. Aliens can
maneuver in all directions on all
surfaces, including climbing on
walls and ceilings, then lunging
down from above to attack their
prey. Weapons damage the envi-
ronment; for example, flame throw-
ers and volumetric explosions.”
<
cr
UJ
1-
(X
u
Why it's not: The graphics
aren’t up to par, and we’ve
already seen this game on the
Jaguar. Besides, the game is
waaaay late.
9
Pure action: The three classes really
don’t like each other. Let the battle ensue.
6
Originality: It’s been done before, but
we love the Alien and Predator characters.
6
Story: In the research station
Pandora, each of the three races has its
own agenda.
Graphics: Early looks at the levels
seemed like generic space station material.
«’
Multiplayer: The multiplayer game
offers real possibilities with the three dis-
tinct character sets. Its proprietary engine
will have to live up to the challenge.
BUZZ: It has the name, but gamers are
more savvy than to fall only for that. Sub-
stance is needed.
41
Score
[\
. -
-
; -
1
8
1
1 r
ON VENUS, MERCURY, AND A HOST OF
moons, BROTHER is locked
WITH BROTHER IN
DESPERATE BATTLE
WWW.STARSIEGE.COM Dynam/x-
A COMPANY
1998 Sierra On-Line. Inc. All rights reserved. ® and TM designate trademarks of, or licensed to Sierra On-Line, Inc.
Go to http://www.pcxl.com/gaming411
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and/or registered trademarks of ATI Technologies Inc. All other company and/or product names are trademarks and/or
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cache/Windows 95-OSR 2.1/Test Mode: 640x480x 1 6bppp@75Hz.Tested using Driver Version:ATI XPERT@Play 98 8MB
SGRAM AGP version 5.20 / Diamond Stealth II S220 4 MB SGRAM PCI 4. 10.01.01 01 / Creative Labs Graphics Blaster
Exxtreme 8MB SGRAM PCI 4.03.00.2 1 04-3.02 1 9. ■* Mail-in rebate for XPERT@Play 98. See store for details. All products
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1
GREATES
/ 1
GUY G
AMES
D t takes a special game to classify as a
real “guy” game, and it must possess
a pronounced glory all its own to be
considered one of the 25 best. The for-
mula is far from an exact science, but
Send your kid brother to get some smokes,
lower the lights, get drunk on testosterone,
and prepare to review the 25 games — in
order of guy-ness — that make you proud to
be a man.
Duke Nukem (series)
MANLY INGREDIENTS
Drinking, sex, violence, and exple-
tive-loaded one-liners
DEFINING MOMENT
After mowing down alien scum,
Duke heads into a strip dub (as any
self-respecting manly man would),
pulls out a dollar, and the stripper
gets nekkid — ’nuff said
REAL-LIFE EQUIVALENT
A bachelor party with a load of guns
and some alien intruders
BOTTOM LINE
extreme violence, gratuitous sex, beer, or
sports are critical. Of course, any game that
can successfully combine all these elements
into one experience is an instant classic.
Special note to our mothers: We aren’t sexist
pigs who promote violent computer games, we
just play them in this magazine. Thank you.
Hail to the king baby! No game can
even come dose to this near-flawless
combination of all things we cherish
WHAT WE WOULD I A I
HAVE SCORED IT | * U j
It doesn’t get more
manly than Duke Nukem.
Note the explosion and
blood — these are good.
Quake
(I and II)
MANLY INGREDIENTS
Exploding bodies, showers of
blood, huge guns, mass destruc-
tion, and lewd taunts
DEFINING MOMENT
Firing a BFG into your friend’s face
and watching his body parts fly all
over the room
REAL-LIFE EQUIVALENT
Vietnam
BOTTOM LINE
Quake is the ultimate bully.
The pure satisfaction of driving
a rail slug through a row of unsus-
pecting crouchers can't be touched
WHAT WE WOULD I Q
HAVE SCORED IT | 7
Carmageddon
MANLY INGREDIENTS
Road kill, horrified screams of
anguish, and death around (and on)
every corner
DEFINING MOMENT
Driving through a football stadium
collecting carcasses on your fender
— which scores you more points!
REAL-LIFE EQUIVALENT
A typical commute to work on the
L.A. Freeway
BOTTOM LINE
The interactive sequel to the driver’s
ed movie Red Asphalt, Carmaged-
don lets you drive the way you’ve
always wanted
WHAT WE WOULD I o I
HAVE SCORED IT [ O
Tomb Raider
(I and II)
MANLY INGREDIENTS
Two words — err — two things —
hell, you know what we mean
DEFINING MOM ENT(S)
Perverted camera manipulation to get
the best angle, and pushing blocks
just to hear Lara’s erotic grunts
REAL-LIFE EQUIVALENT
The laws of physics prohibit a real-
life Lara, but Elizabeth Hurley is
close enough
BOTTOM LINE
Lara, violence, Nude Raider web-
sites, the return of Daisy Dukes,
and plenty of two-fisted gunplay
WHAT WE WOULD I Q I
HAVE SCORED IT | 7
Interstate 76
MANLY INGREDIENTS
Muscle cars, afros (Dan assures us
this is manly), plenty of gore, and
the occasional cuss word
DEFINING MOMENT
Running a copper off the road
in your Pinto clone, then launching
laser-guided missiles at the
driver’s forehead
REAL-LIFE EQUIVALENT
An episode of “Starsky & Hutch”
on acid
BOTTOM LINE
Muscle cars, an 8-track player, and
a sexy sister = a ZZ Top video wait-
ing to happen
WHAT WE WOULD I Q
HAVE SCORED IT j 7
Doom (scries)
MANLY INGREDIENTS
Introduced the deathmatch, the
most manly of all gaming pursuits
DEFINING MOM ENT(S)
The first time you got your hands
on the BFG, then later when you
figured out what the acronym
stands for
REAL-LIFE EQUIVALENT
The “jerry Springer” show —
with guns
BOTTOM LINE
A solitary (albeit, psychopathic,
hard-assed, and well-armed) Marine
vs. the entire demonic population. It
doesn’t get much better than this
WHAT WE WOULD * n
HAVE SCORED IT 1 °
Feminist hero or mistress of exploitation? We don’t care what
you call her just as long as she keeps getting out her guns.
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Wolfenstein 3D
Myth
Jedi Knight
NHL '98
MANLY INGREDIENTS
Slaughtering Nazis — what else do
you need?
DEFINING MOMENT(S)
The first time you fire the chain gun
and the glorious (almost demonic)
laughter that always follows. These
events truly changed our lives
REAL-LIFE EQUIVALENT
The Dirty Dozen to the tenth power
BOTTOM LINE
The original 3D shooter that made it
possible for all the wondrous incar-
nations that followed. Also opened
the door for blood in games, and we
all know how good that is
MANLY INGREDIENTS
Blood, blood, and even more blood
— and let us not forget bloodstains
DEFINING MOMENT
Watching a severed head quietly roll
down a blood-drenched hill into a val-
ley strewn with random body parts
REAL-LIFE EQUIVALENT
Braveheart
BOTTOM LINE
Realtime strategy done right: fast
pace, epic battles, and a complete
disregard for all forms of life. Intro-
duced first true 3D terrain and
physics, which gives us more stuff
to blow the hell up
MANLY INGREDIENTS
It’s Star Wars, and you get to be the
bad guy
DEFINING MOMENT
Choosing between the dark and the
light side of the Force (If you chose
the light side, then you might prefer
our list of games for girly men)
REAL-LIFE EQUIVALENT
Choosing between the hot sleaze or
the girl next door — there’s no real
choice, is there?
BOTTOM LINE
Absorbing Star Wars universe, light
sabers, and the complete use of
Force powers
MANLY INGREDIENTS
Body checks, toothless goons —
hell, what isn’t manly about hockey?
DEFINING MOMENT
Knocking a pretty-boy center
through the glass and into the lap
of his actress wife
REAL-LIFE EQUIVALENT
Uh, hockey
BOTTOM LINE
Sports are the one thing (besides a
few anatomical differences) that
separates men from women, and
NHL '98 is quite definitely the best
sports game around. It’s also the
best PC fighting game out there
WHAT WE WOULD
HAVE SCORED IT
8
WHAT WE WOULD
HAVE SCORED IT
WHAT WE WOULD
HAVE SCORED IT
WHAT WE WOULD
HAVE SCORED IT
“We’ve got no teeth! We’ve got no teeth!” Luckily teeth
aren’t a requirement for hockey, guy games, or beer.
Leisure Suit Larry
(series)
MANLY INGREDIENTS
Sex, nudity, sex, nudity, ad infinitum
DEFINING MOMENT(S)
The desperate, almost painful,
ongoing pursuit of any and all
women in the game, and innocently
asking your mother the answers to
the adult test questions
REAL-LIFE EQUIVALENT
Junior high (Oh hell, who are we
kidding — our whole damn lives!)
BOTTOM LINE
Bad interface and even worse dia-
logue ... still, getting laid (even in a
game) is always cool
WHAT WE WOULD I /■ I
HAVE SCORED IT [ O |
Mech Warrior 2
Full Throttle
Syndicate Series
Tapper
MANLY INGREDIENTS
Beer, bartenders, and lovely pixe-
lated barmaids
DEFINING MOMENT
Tapper drinking games — where
the real world and gaming collided
for one major hangover
REAL-LIFE EQUIVALENT
Last weekend (Oh hell, who are we
kidding — our whole damn lives!)
BOTTOM LINE
You alone are responsible for sav-
ing precious beer from being spilled
onto the grimy floor of a pixelated
tavern, a responsibility that should-
n’t be taken lightly
WHAT WE WOULD I 4 I
HAVE SCORED IT | 1
StarCraft
MANLY INGREDIENTS
Giant robots beating the tar out of
other giant robots, and a wide array
of massively destructive weapons
DEFINING MOMENT
Actually learning how to use 12 but-
tons simultaneously
REAL-LIFE EQUIVALENT
Rock ’em Sock ’em Robots
BOTTOM LINE
If you actually took the time to
understand the controls, much
manly action ensued (We’ll just
have to take Ed’s word for it since
the rest of us have but 10 fingers
and were unwilling to grow more)
WHAT WE WOULD I Q
HAVE SCORED IT | 7
MANLY INGREDIENTS
Motorcycles, mechanics, heavy
metal music, big explosions, and
sweaty overweight heroes
DEFINING MOMENT
Placing the hand icon on a woman’s
private parts (like you didn’t try it!),
and Ben saying, “Man, we’re both
gonna get in trouble”
REAL-LIFE EQUIVALENT
Any bar with “Eagle” in its name
BOTTOM LINE
One of the only manly graphic
adventures ever made, but the
voice of Mark Hamill nearly cost this
a place in the top 25
WHAT WE WOULD Q I
HAVE SCORED IT ~
MANLY INGREDIENTS
Cool gadgets, cyborgs, and flame-
throwers with no direct involvement
yourself. Instead you rest comfortably
back at headquarters plotting the
demise of other innocents
DEFINING MOMENT
It’s all about persuading masses of
innocents to follow you around so
you can use them as human shields
REAL-LIFE EQUIVALENT
CIA or David Koresh
BOTTOM LINE
Men love power, and what’s more
powerful than controlling the minds
and lives of others?
WHAT WE WOULD Q I
HAVE SCORED IT O
MANLY INGREDIENTS
Alien hordes, big-ass spaceships,
and three warring races
DEFINING MOMENT
Realizing that you’re surrounded by
more Zergs than you have bullets
for, and there is nothing you can do
REAL-LIFE EQUIVALENT
Cinco De Mayo in Harlem during a
Michael Bolton concert (think
about it ...)
BOTTOM LINE
Dan stays up all night playing, and
he told us it was a guy game. We
still think he’s a miserable loser who
has nothing better to do at night
WHAT WE WOULD I Q
HAVE SCORED IT | ~
G-Police
Grand Theft Auto
MANLY INGREDIENTS
Souped-up helicopters, legalized
police brutality, and the freedom to
blow up pesky civilian vehicles
DEFINING MOMENT
The first time you quit following
criminals and focus solely on caus-
ing mass property damage
REAL-LIFE EQUIVALENT
LAPD
BOTTOM LINE
The right side of the law can be fun
too, as long as you’re armed with a
futuristic helicopter and a couple
tooopd bombs. No one speeds in
our town!
WHAT WE WOULD I -j
HAVE SCORED IT [ /
MANLY INGREDIENTS
Car jackings, foul language, and
greedy mob bosses
DEFINING MOMENT
Car jacking a school bus, ramming it
through a police barricade, then
hopping out and torching the
fleeing survivors
REAL-LIFE EQUIVALENT
Cosa Nostra, The Mob, The Family,
Mafia, Good Fellas, Our Thing,
Made Men, Crime Syndicate
BOTTOM LINE
Finally a game where you are the
villain and all those do-gooders can
go straight to hell!
WHAT WE WOULD I Q I
HAVE SCORED IT \ O
Command &
Conquer (series)
MANLY INGREDIENTS
World domination, armored vehi-
cles, and vicious air strikes
DEFINING MOMENT
The collective squirt of blood when
you run a mammoth tank over a
squadron of infantry
REAL-LIFE EQUIVALENT
The Middle East
BOTTOM LINE
Using men as pawns in your manly
battle for world dominance is cruel
— and the very reason manly men
exist (or at least one of the reasons
that we’re allowed to print)
WHAT WE WOULD I Q
HAVE SCORED IT | ~
Moto Racer GP
Deer Hunter
Custer's Revenge
Outlaws
MANLY INGREDIENTS
MANLY INGREDIENTS
MANLY INGREDIENTS
MANLY INGREDIENTS
Motorcycles, dirt tracks, oil (the
greasy manly kind, not the
sissy lotion kind) and bone-
jarring accidents
DEFINING MOMENT
Losing your ride at 150 mph with
only a telephone pole to stop you
REAL-LIFE EQUIVALENT
Evel Knievel
BOTTOM LINE
The only way we wimps will ever
get on a motorcycle is in this game.
That alone makes it a guy game —
just so we don’t have to admit what
sad, girly men we really are
High-caliber weapons, flannel, and
shooting cuddly (and poor defense-
less) animals
DEFINING MOMENT
Spotting the trophy buck after
hours of waiting (and drinking), and
then finally getting a shot when
you’re too damn drunk to hit it
REAL-LIFE EQUIVALENT
A weekend in Canada, a case of
Moosehead, and your Uncle Bud
BOTTOM LINE
The box has a warning that says
“Rewards injuring nonthreatening
creatures” — ’nuff said
Even we manly men have to draw a
line somewhere, and this game is
just offensive
DEFINING MOMENT
When Custer gets an arrow in
the — uhh — er ...
REAL-LIFE EQUIVALENT
The White House intern program
BOTTOM LINE
We could get in real trouble for this
one, but if you’ve downloaded that
Atari 2600 emulator then there
really isn’t much else to play any-
way (Actually this game sucks, but
isn’t it cool that we remember it?)
Classic spaghetti Western storyline,
lots of shooting, and the occasional
cigar (the absolute manliest of all
smoking products)
DEFINING MOMENT
Fighting your way to the front of a
moving train packed with countless
members of the Bad and the Ugly
REAL-LIFE EQUIVALENT
Outlaw Josey Wales
BOTTOM LINE
Westerns are inherently cool, but
the lack of brothels nearly cost this
game a slot in our top 25. What
were they thinking?
WHAT WE WOULD
HAVE SCORED IT
WHAT WE WOULD
HAVE SCORED IT
WHAT WE WOULD
HAVE SCORED IT
-3
WHAT WE WOULD
HAVE SCORED IT
8
Dungeon Keeper
MANLY INGREDIENTS
Evil plots, greed, and the ability to
pimp-slap disobedient monsters
DEFINING MOMENT
Hearing the satisfied squeals of
Dark Mistresses as you lock them
up and proceed to perform obscene
acts of torture
REAL-LIFE EQUIVALENT
An evening with Marv Albert
BOTTOM LINE
Your turn to be the bad guy.
Destroy all other Keepers, and then
laugh uncontrollably at the pathetic
attempts made by the Lord of the
Land to thwart your domination
WHAT WE WOULD
HAVE SCORED IT
Diablo
MANLY INGREDIENTS
Scantily clad lady demons, swords,
Satan, and blood
DEFINING MOMENT
Under the guise of cooperative play,
you quickly stab your partner in the
back for a few measly gold pieces
REAL-LIFE EQUIVALENT
“Baywatch Nights” (David Hassel-
hoff as Satan, scantily clad lady
demons, etc.)
BOTTOM LINE
Guys love Satan and we’re no differ-
ent, but come on, cooperative play?
Since when were guys supposed to
play nicely together?
1
GAMES FOR GIRLS Mtf
\
WHAT WE WOULD
HAVE SCORED IT
8
CREATURES
Nurturing cute furry, doe-eyed creatures
is supposed to be fun? Give me a rail
gun and I’ll do some damn nurturing!
ULTIMA ONLINE
Arguably one of the most innovative
games of our time — that is, if you’re a
huge geek who needs the company of
virtual friends to enrich your sad exis-
tence. Final analysis: Swords good, con-
versation bad
THEME HOSPITAL
Healing? It’s not bad enough that you
have to be bored with financial details,
but the end result is healing, and that
goes against everything we stand for
FLIGHT UNLIMITED II
Maybe our game is broken, but we can’t
seem to find the button that releases the
bombs or even fires the guns. What a
waste of good polygons
RIANA ROUGE
This had all the makings of a top 25
guy game. Playboy centerfold Gillian
Bonner, lots of skin, and promised
action. Reality: It’s a game about feel-
ings. Don’t we get enough of this crap
at home?
MYST
Somebody castrate me, then maybe
I’ll play this bore-fest they tike to call a
game. Anyone who bought this game
or its equally unlikable sequel Riven
need a handful of Viagra, Pamela
Anderson posters, some lotion, and
time alone to, uh, think
SCRABBLE
Wee dont nead no stinckin speling!
: :
PC ACCELERATOR September 1998
won.net
Unreal™ ©1998 Epic Megagames. Inc. All Rights Reserved. Created by Epic Megagames. Inc. in collaboration with Digital Extremes. Published and distributed by GT Interactive Software Corp. GT™ is a trademark and GT® is a registered trademark of GT Interactive Software Corp.
Microsoft® and Windows® are registered trademarks of Microsoft Corporation. MMX™ and the MMX Logo™ are trademarks of Intel Corporation. All other trademarks are the property of their respective companies.
?12ai &B££'
WINDOWS 95
CD-ROM ? s
Coming Soon
to Macintosh
MacSoft
The future of gaming. PC Gamer m a completely original 3D engine S3 ruthless R.l. 0 hyper-realistic environmental effects
UNREAL
Rctual gameplay screen shots
The world may never be the same after Unreal Is released, bool
□ revolutionary easy-to-use level editor
Visit unreal.gtqames.com for shareware
H portah M welcome to the Bermuda Triangle of the Galaxy 0 “The best looking game of all tone.” Next Generation
H optimized for MMX and leading 3D accelerators M enter an endleu multiplayer universe op uter-created. hot-linked leveh
Digital Extremes www.unreal.com
available at your local retail store
Order direct at store.gtinteractive.com
or call 1-800-610-GTIS.
(^tzUn\
Softw
GT Interactive
Software
www.ulinloiactivo.coni
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e GREAT *4 95 CD-ROM DEAL
Deer Hunter: Inoculan Antivirus Red Barron li
Interactive Hunting Home/Personal 5141205 Flight Sim. 5139407
Experience Pent133,16mb,J
Sports 5147103
Pentium, 16mb
Jumpstart
Kindergarten '98
Battle Zone
Children’s Education 5135108 Pent 1 20, 1 6mb
WC, 16mb . _ _
CHOOSE ANY CD-ROMs FOR
WinDelete Deluxe
^Utilities
5154901
Net Accelerator Deluxe
Home/Personal, WC
5143201
iJF-22 Persian Gulf
-"Version 5.0
Flight Sim., Pentl 33. 16mb
5151303
Visual Home
Home/Personal, WC, Pentium, 16mb
5148408
3D Landscape
Home/Personal, WC, 16mb
5148200
Duke Nukem 3D:
Atomic Edition
Arcade Style, DOS
5105804
WarCraft Battle Chest
PLUS 1 MORE AT
GREAT SAVINGS!
(See details below.)
ianzer'44 5150909
■trategy Game, Pent133, 16mb
Mechwarrior 2:
The Titanium Trilogy 5142203
Arcade Style, Pent) 00, 16mb
's Interactive
Bible: NIV 5151204
Bible, VVC
Compton's Interactive
Encyclopedia '98 5126800
General Ref., WC, Pentium
Sierra Pro Pilot 5141007
Flight S!m.,Pent90, _16mb
Seven Kingdoms
Math Journey For
Grades 1-3
Children’s Education, WC
Math For The Real World
Children’s Education, WC
3D Ultra Pinball:
Creep Night
Arcade Style, WC
3D Ultra Pinball:
The Lost Continent
Arcade Style, WC, 12mb
I fter Dark: Totally Twisted
Home/Personal, WC
Interstate '76 Arsenal
Arcade Style, Pent90, 16mb
mam
5142302
5138904
5088208
5137302
5149000
5142609
How To Select CD-ROMs For Your System.
All selections are available for PC only. Unless other-
system requirements ere
Windows '95 operating system, a 486/66 processor
with 8 MB RAM, SVGA display, sound card, 200 MB hard
drive, 4X CD-ROM drive, mouse, and keyboard. DOS
titles will run in Windows ’95 DOS mode. Where indicat-
ed, J=Joystick, P=Printer, Pent=Pentium, and
WC=Windows ’95 Compatible selection.
Roadtrips Door To Door
1998 Edition
Travel, 16mb
5134507
Balls Of Steel
Arcade, Pentium, 16mb
5143805
Oddworld: Abe’s Oddysee
5130505
Outpost 2: Divided Destiny 5129101
Strategy Game, Pentium, 16mb
Spell it Deluxe
Children's Education, WC
5125901
Links LS 1998 Edition
Sports, Pent90, 16mb
5121702
Leisure Suit Larry
Collection
Adventure, DOS
5116009
Leisure Suit Larry:
Love For Sail
Adventure, DOS, 12mb
5104302
Lands Of Lore:
Guardians Of Destiny
Adventure, DOS, Pentium, 16mb
5129309
Lords Of Magic
Strategy Game, Pentl 00, 16mb
5139704
Oregon Trail 3rd Edition
Children’s Education, Pent90, 16mb
5139001
Freddi Fish 3: The Case Of
"The Stolen Conch Shell
Children’s Education, WC
5149406
Broken Sword
Adventure, Pentium, 16mb
5137203
Zork Grand Inquisitor
Adventure, Pent90, 16mb
5137104
NASCAR Racing 2
Driving Sim., DOS, 16mb
5104609
Kindergarten Blaster
Children's Education, WC
5128400
Phantasmagoria:
A Puzzle OfFlesh
Adventure, Pentium, 12mb
5102801
Phantasmagoria
Video Interact. Game, DOS
5004502
Mechwarrior 2
Mercenaries
Arcade Style, DOS, Pentium 16mb, J
5091905
Soda Off-Road Racing
Driving Sim., Pent90, 16mb
5134903
Command 81 Conquer
Strategy Game, DOS
Command 8 r Conquer:
Red Alert
Strategy Game, DOS, Pentium
5050208
5105101
Birthright
Role Playing, DOS, Pent90, 16mb
5134804
Reader Rabbit's
Kindergarten
Children's Education, WC
5140009
Print Artist Platinum
Home/Personal, P
5139605
5144407 Semper Fi The
Tradition Continues
5150800
Backyard Baseball
Sports, WC, Pentium, 16mb
5135306
Blade Runner
Adventure, Pent90, 16mb
5134309
Total Annihilation
Strategy Game, Pentl 00, 16mb
5130406
Dark Reign
Strategy Game, Pent90, 16mb
5129200
You Don't Know
Jack XXXL: Huge
Game Show Trivia, WC, 16mb
5126909
Aces Collection Series
Flight Sim., DOS, 16mb
5132600
Blood
Arcade Style, DOS, Pentium, 16mb, J
5115100
Logic Quest
Children’s Education, WC, Pentium
5110200
Quake
Arcade Style, DOS, Pentium, 16mb
5097902
The 11th Hour
Video Interact. Game, DOS
5054309
The 7th Guest
Video Interact. Game. Pentium, 16mb
5004700
Heavy Gear
Arcade Style, Pentl 00, 16mb
5132709
Jr. High School Success
Children? Education, WC
5128509
Air Warrior III
Flight Sim., Pentl 33, 24mb,J
5140801
Police Quest Collection
5115902
Timelapse (•] 1 1 J u 1 : t
I fter Dark Deluxe
Home/Personal
5148705 Professional Webresume
Home/Personal, WC
5146105
Adventure, WC
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z
#1SS
Souping Up
Your Rig
CREATIVE LABS
3D BLASTER VOODOO 2 (12MB) $299
DIAMOND MONSTER 3D II (i2MB)->- $299
DIAMOND MONSTER 3D II (8MB) -fr $249
CANOPUS PURE 3D II (12MB)
includes cooling fan and
TV-out capability
ORCHID RIGHTEOUS 3D II (12MB) S299
SCALABILITY
CHEAP
YOUR CHOICES
ID
AMAZING PERFORMANCE
Voodoo 2 should remain the abso-
lute fastest 3D technology (espe-
cially in SLI mode) on the market
until early 1999.
GOOD DEVELOPER SUPPORT
3Dfx has spent millions of dollars
on marketing and developer sup-
port to make Glide, its proprietary
API, number one in developers’
minds. Because of Glide’s popular-
ity, many 3D games are pro-
grammed to take specific advan-
tage of 3Dfx’s hardware.
By connecting two Voodoo 2 cards
together (in SLI mode), you’ll find
that your games wilt run almost
fast enough to make you forget
fhus •••?•
AMAZING PERFORMANCE
This chip should give a single
Voodoo 2 card a run for its money.
INTEGRATED SOLUTION
PVRSG offers both 2D and 3D accel-
eration, so it’s the only card you’ll
need for both games and that other
stuff you use to justify a $2,000
computer purchase.
FULLY FEATURED
PVRSG has four features that no
other card in 1998 will have: full
scene anti-aliasing, anisotropic
texture filtering, VC texture com-
pression (8:1), and hardware
bump mapping. What does all that
stuff mean, and how does it affect
your games? Check out our handy
jargonator for full definitions of
these and other important tech-
nology terms.
You’ll get all of these features at
prices starting under $ioo.
GOOD POTENTIAL SUPPORT
Sega’s new console Dreamcast
makes use of the same 3D core as
the PC versions of PVRSG. That
means the best of the console’s
games will be ported to PC and take
full advantage of PowerVR’s hard-
ware. While this will take a while,
developers are already beginning to
create games for this technology.
GOOD IMAGE QUALITY
EBMS ?
WEAK DEVELOPER SUPPORT
Support for PowerVR’s propri-
etary API PowerSGLhas not
caught on in the development
community as well as Direct3D
and 3Dfx’s Glide, which means
that fewer games are pro-
grammed to take full advantage
of PowerVR hardware.
DN THE HORIZON >
PowerVR is preparing to go head
to head with 3Dfx for the high-
end market with its own 3D-only
part that is secretly referred to as
PCX3. The chipset should cost
about $200 and use a parallel con-
figuration of the PVRSG chipset.
Look for it to show up early in
fourth quarter ’98. ^
OH S ->
EXPENSIVE
Voodoo 2 cards currently start at
about $230. SLI solutions (using
two boards or special two-in-one
boards) cost upwards of $500.
3D ONLY
The Voodoo 2 chipset supports
only 3D acceleration, forcing you
to use another video card to han-
dle your regular word processing
and Windows needs. Generally
computers have enough ports so
that this is not a problem, but for
some, having a single 2D/3D
graphics card will allow them room
for other hardware additions.
NO TRUE AGP SUPPORT
While there are accelerated graph-
ics port (AGP) boards that use
Voodoo 2 chips, they really don’t
allow use of system RAM for tex-
tures, which means that they don’t
take full advantage of the benefits
of AGP.
VERY CPU DEPENDENT
Unless you have at least a
Pentium II 166, you shouldn’t
consider a Voodoo 2 card.
ON THE HORIZON ■
3Dfx is preparing the Voodoo Ban-
shee, its first 2D/3D solution for
release late in third quarter ’98.
From the specifications we’ve seen
so far, its 2D performance should
be excellent, and the company
claims the chipset’s 3D perfor-
mance will be on par or even
slightly faster than a single
Voodoo 2. Prices for boards using
this technology are expected to be
around $150. ^
that your wallet has been
drained by hardware purchases.
FULL FEATURED
Voodoo 2 supports nearly every
special feature under the sun:
multitexturing, specular highlight-
ing, 16-bit z-buffering, bilinear and
trilinear texture filtering, quantum
squirrel buffering, bump mapping
in software, etc.
GOOD IMAGE QUALITY
YOUR CHOICES
0 3D acceleration is
all the rage and
you’re in the market
for a sexy new board
to drive your Unreal
and Quake framerates high
enough to melt your eyes from all
the gaming goodness. Currently
there’s no single board or technol-
ogy that’s right for everyone, so
PC ACCELERATOR is here to assist
you in possibly the most important
gaming decision you ever make.
Even more important than the
company that manufactures the
board is the chipset used to
power it. These chipsets are what
determine the performance, fea-
tures, and developer support for
your 3D accelerator. When shop-
ping for a board, the first thing to
read on the box is what technol-
ogy the card uses. Here’s a handy
guide to the chips gamers need to
be concerned about (if it’s not
here, you don’t need to know
about it).
-o
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Voodoo was formed from a mixture of French Catholicism and African Yoruba
Errant Bjork smuggling issues delayed Unreal for more than eight months
00
On
ON
T-H
Q_
0)
CO
O
Q.
JARGQNATQR
The names used for 3D tech-
nology are often as inventive
as the games that use them.
Below are a few of the more
confusing terms:
2D/3D ACCELERATION
Type of technology that offers support
for general video processes (like run-
ning Windows, word processing, and
graphics apps) as well as handling
the advanced computations required
for 3D graphics.
ANISOTROPIC FILTERING
Type of texture filtering that models
texels (the pixels that comprise a tex-
ture map) as ellipses instead of the
traditional form of circles. This process
results in less “blurring” than bilinear
or trilinear texture filtering, leaving
textures crisp even in distances.
BILINEAR FILTERING
Filtering process that smoothes poly-
gons so they don’t look chunky
or blocky.
BUMP MAPPING
Process by which a surface appears to
take on a more 3D aspect (for exam-
ple, looking bumpy). This technique is
very effective and is said to be used
for the character’s face model in the
new Edward James Olmos 3D shooter.
ERRANT BJORK SMUGGLING
Occasionally Icelandic pixies pop up
in true 3D environments. The best bet
is to smuggle them into a 2D program
like Mavis Beacon Teaches Typing.
FULL SCENE ANTI-ALIASING
Process by which all jagged lines from
surfaces are interpolated and
smoothed. The result is a more natu-
ral-looking image, so your NHL 98
hockey players look more like the
ugly Canadian brutes they represent.
MULTITEXTURING
Applying multiple textures on a single
surface. For example, in Quake II,
multitexturing is used to apply a tex-
ture to a surface and then apply a sec-
ond transparent lighting texture on
top of that to “fake” the effects of
realtime lighting.
QUANTUM SQUIRREL
BUFFERING
Purely hardware rendering technique
that buffers most manufacturers’ chip-
munk textures in full 4D. p. 42
MATROX
YOUR CHOICES
N MIDI A
RIUA
IL_ «_«£_«• •,
INTEGRATED SOLUTION
The G200 offers both 2D and 3D
acceleration. Matrox has almost
always provided the fastest 2D
cards on the market and the
G200 raises the bar once again.
GOOD PERFORMANCE
Direct3D tests we’ve seen put it
on par with Voodoo 2. OpenGL
tests remain to be seen.
DECENT PRICE
Boards should cost as little as
$150 in 8MB configurations.
EXCELLENT IMAGE QUALITY
CONS -4
HORRIBLE IMAGE QUALITY
The Riva’s performance is gained
at the expense of poor color satu-
ration, blurred edges, seaming,
and dithering.
WEAK PERFORMANCE
Once the leader in Direct3D perfor-
mance, nVidia’s lack of new tech-
nology has forced it to play catch-
up with other new technologies.
Developers are talking about
Nvidia’s next chip, the Riva TNT,
which will fix image quality issues.
With performance that’s supposed
to exceed that of Voodoo 2 in SLI
mode while still providing excep-
tional 2D performance, Nvidia thinks
it has the holy grail of 3D cards. This
winter, we’ll find out when the first
TNT boards begin to hit shelves at
prices just over $200. ^
Matrox has a rocky track record;
the Mystique suffered from very
poor 3D performance.
ON THE HORIZON 4
There is currently no information
regarding Matrox’s next genera-
tion of chips.
PROS -4
INTEGRATED SOLUTION
Solid 2D and 3D performance have
made the Riva series one of the
most often selected parts by hard-
ware manufacturers when building
computers.
DECENT PRICE
Riva cards now go for around
$i50-$200 depending on memory
configuration and other options.
early benchmarks show that
enabling the feature results in no
drop in framerates.
S3TC TEXTURE COMPRESSION
The same texture compression
scheme Microsoft has licensed for
DirectX 6.0, S3TC (6:1), is sup-
ported in hardware by the Savage
3D. This should be useful for get-
ting more texture variation if
developers support the new DX6
API in their upcoming games.
GOOD IMAGE QUALITY
NO MULTITEXTURING
Multitexturing support is a key
component of Direct3D in DirectX
6.0 and is supported in most other
emerging 3D technologies.
TOO EXPENSIVE
S3 has traditionally dominated
low-cost video solutions. Its first
viable entry to the 3D world is
priced quite high (products should
cost between $i50-$20o).
ON THE HDB1ZDN 4
Future incarnations of the Savage
3D will include support for fea-
HERCULES
TERMINATOR BEAST (8MB) •* $199
YOUR CHOICES
tures like anisotropic filtering,
hardware bump mapping, shad-
ows, full scene anti-aliasing,
geometry and lighting setup, and
more. Savage expects to release a
new chip each year, so you won’t
see any of these features until the
third quarter of ’99. ^
MATROX MILLENNIUM G200 $149
Both available at end of summer *99
A*
JA i
PBBS -4
INTEGRATED SOLUTION
The Savage 3D offers both 2D and
3D acceleration with good 2D qual-
ity, but it’s not up to snuff with the
potential of the Matrox G200.
GOOD PERFORMANCE
Running Direct3D games, the Sav-
age 3D chipset stays neck and
neck with Voodoo 2.
SUPPOSEDLY FREE TRILINEAR FILTERING
Trilinear filtering should provide
some hit on the 3D hardware, but
One of You
MONSTER M) GRAPHICS
Advanced Sound for
Heart-Pounding 30 Gaming
60 frames per second (fps)
Glide (Voodoo, Voodoo 2 ), and Direct30 support at
800 x 600 with 2-buffer
8MB and 12MB configurations
FREE games like Heavy Gear,™ TombRaider II,”
Final Fantasy;" Daikatanai" and a Special
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Looking for the ultimate 3D gaming experience? Pick up today’s
fastest 3Dfx Voodoo 2 graphics accelerator and a true positional
3D audio card. With Diamond’s Monster 3D II, you get more
speed, more action, and more gaming power! And
Monster Sound MX200, you’re surrounded with
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they’re Windows 95/98 compatible, so they can
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come bundled with hot 3D game titles.
Go to http://www.pcxl.com/gaming411
MONSTER SOUND
Positional 3D Audio With 2 Or 4 Speakers
Accelerates DirectSound, DirectSound3D,
and A3D
64 Voice Hardware Wavetable
Includes Hot 3D Games Like Incoming;"
Jedi Knight!" and Outlaws!"
Enter the Monster Sweepstakes at
www.diamondmm.com/monster3D2
Accelerate your world
Finally, a fair fight
© 1998 Diamond Multimedia Systems, Inc. All rights reserved. Shadow Warrior © 1998 3D Realms Entertainment. Diamond and the Diamond logo are registered trademarks of Diamond Multimedia Systems, Inc.
Monster 3D is a trademark of Diamond Multimedia Systems, Inc. All other trademarks are the property of their respective owners.
PC ACCELERATOR September 1998
JARGONATOR
| CONTINUED ...
PROPRIETARY API
Application programming interface
that is written exclusively for a piece
of hardware. For example, 3Dfx’s
Glide API essentially allows develop-
ers to create games that take advan-
tage of the specific strengths of the
Voodoo and Voodoo 2 hardware.
RANDOM VOXEL SMOOTHING
Searches out any voxels in your
favorite shooter and flattens them
into a crepelike pixel.
RASTERIZATION
Process by which pixels are drawn on
the screen.
RA5TAFARIZATION
Process by which pixels are made to
look like Bob Marley.
SLI CONFIGURATION
Two Voodoo 2 boards connected
together for a powerhouse gaming
setup. Some high-end setups contain
two Voodoo 2 chipsets in SLI on a
single board.
TRIUNEAR MIP MAPPING
To enhance processing speed, devel-
opers will use several different detail
levels for each texture. For instance,
when you approach a wall in Unreal,
at the furthermost point the texture
will be a very low-resolution image.
As you get closer to the wall the com-
puter then calls up a higher-resolu-
tion texture and merges the two (this
keeps objects from looking pixelated
up close — remember Doom?). Trilin-
ear mip mapping is the use of three of
these textures (a far, medium, and
near texture) so you will notice a
smooth transition of a texture as you
approach from a distance.
TRUE AGP SUPPORT
Hardware that takes advantage of
the accelerated graphics port,
enabling faster transfer of information
so games can utilize more textures
and visual information. AGP support-
ing games such as G-Police and
Incoming include more graphic treats
like animated textures and more
intense explosions.
VECTOR QUANTIZATION (VQ)
TEXTURE COMPRESSION
Compression program that reduces
the memory requirements for textures
by about eight to one.
I
RENDITION HU
Drivers
THE PERFECT SOLUTION
FOR SLOWER CPUS
Combining the technologies of a
Rendition V2200 and Fujitsu’s
Pinolite chipset, the Conspiracy
Project boards will give just about
any CPU more than decent 3O per-
formance. The product enables
gamers with Pentium or Cyrix
machines to put off making a CPU
upgrade for another year or two —
at a price point of just $150.
First-generation 3D accelerators
implemented rasterization directly
in hardware. Second-generation 3D
technology (Voodoo 2, Rendition
V2200) added more rendering
effects, still leaving the geometry
and lighting to be executed by the
computer’s main processor. The
Conspiracy chipset moves these
functions to a second specialized
processor, resulting iii significant 3D
performance improvements without
the use of faster processors.
if you have less than a Pentium
II 233, this board could be your
best option. 9
eoNSPiRAcy
FACTORS THAT AFFECT PERFORMANCE
0 CPU: Processor speed
matters more than anything
when it comes to framerate,
so don’t expect your 486/66
to run Unreal smoothly just
because you bought a
Voodoo 2 card.
0 System RAM: All game
code runs through system
RAM, so make sure your
machine has enough before
you look into 3D accelerator
cards. The minimum these
days is 32MB, but like
everything else on your PC,
more is better.
0 Card RAM configuration
(4MB/8MB/12MB): Simple
enough, the more RAM the
better.
0 Driver version/type:
Drivers are crucial and some
are definitely better. For
instance, the Diamond Mon-
ster 3D II has the best drivers
of any Voodoo 2 card, and
consequently it runs games
faster than all the rest.
PCXES PICKS
THE BIST AT ANY PRICE 5
Two Diamond Monster 3D II cards in
SLI configuration may be costly, but
the performance of the dual Voodoo
2 boards can't be beat. Better drivers
are again the reason. 3^
BEST BUYS :
1 At $2^9, the Diamond Monster
3D II 8MB is the best buy for the
money if you're looking for dedicated
3D acceleration. (It tops the other
Voodoo 2 boards because of its soft
ware drivers.)
2 The Matrox Mystique G.vo cur
rentiy offers the best 2D performance
on the market for around $150. In
addition, the card offers Direct 3D
and OpenGL performance that rivals
a single Voodoo 2 card (from what
we have seen in our reference board
tests) with top-notch image quality.
3 PowerVR's card offers Unreal
and Quake II players native support
and outstanding performance and
features for under $100. It’s the best
card for gamers on a tight budget.
r
DEMONSTRATION
1 Tear out this page.
2 Crumple into ball.
3 Toss over your shoulder.
The sound this ad will make when it hits the ground
behind you is the power of A3D™from Aureal, the
only audio that works the way your ears do.
No wonder game makers like Interplay and GT Interactive are featuring
A3D in their newest titles. Experience it for yourself at www.A3D.com
BELIEVE YOUR EARS™
©1998 Aureal Semiconductor. Inc. A3D and Aureal are trademarks of Aureal Semiconductor Inc. Other trademarks are properties of their respective owners.
Go to http://www.pcxl.com/gaming411
Z. ZjhZ
Creative introduces Sound Blaster Live!™, a revolution
in digital audio. It is the finest audio product we have
ever developed. Experience special effects and audio
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DEVELOPER’S TRACK RECORD
H
alf-Life is another in a
long line of the first-
person shooter
brigade to miss its ini-
tial planned ship date. How did
this happen? I mean, Half-Life uses
the Quake I engine, which has
been available for some time now
— how long does it take to get it
right? Well, this is where the 30%
comes in. Valve’s boss on the pro-
ject is Gabe Newell, and he’s been
quick to make it clear that 70% of
the game is Valve original.
“We have the source code to
DOS Quake, Win Quake, GLQuake,
Quake World, and Quake II, and all
of the various patches and
updates,” he said. “We choose
between them for whatever is most
appropriate for the gameplay or
functionality we are trying to
achieve. But the Al, skeletal anima-
tion, GL and software Tenderers,
DSP code are ours. At this point
about 70% of the code is Valve’s.”
B INFO BOX
DEVELOPER Valve
PUBLISHER-) Sierra
RELEASE DATE -> October ’98
3D SUPPORT — > 3Dfx, Direct3D,
OpenGL
INTEREST GAUGE
INTERESTED EXCITED AROUSED
THE HYPE
The one to watch if you want some
gameplay substance in your diet of
straight-up shooters.
THE HURDLE
Quake I is now old, and the competition
is more fierce.
THE HIT
If TF2 were part of the shipping box you
could pretty much bet on a huge score.
WorldCraft 2.0 could make up for that.
30% Quake + 70% Valve = 100% compelling
are beginning to prove that there
exists a possibility of teleportation.
You’re going about your busi-
ness when all hell breaks loose.
Y’see, monsters have invaded
Black Mesa Research Labs (from
the inside). The outside world is
making sure no one — and that
means no one — gets out alive.
It’s a fight for survival, like all the
other shooters, but unlike all the
others you’re not alone. Other sci-
entists are involved; there’s still
some form of community trying to
stop whatever’s coming in from
getting in and also stop it from
getting out.
Making all this happen is a level
scripting device capable of complex
patterns of movement to create
fluid, active scenes. “You could
take an arbitrary animation, say a
two-hour movie about a scientist
playing cat-and-mouse with a
bunch of monsters, and put that in
the game. But things in scripted
sequences like this can’t interact
with the world. We have a set of cri-
teria that terminate that ^-p. 5 °
A beast from a parallel dimension? Or the NSA’s latest security device?
Weapon balance is a key factor in Half-Life ’ s multiplayer develop-
ment. Its design is tailored to be unaffected by ping variations.
So that’s cleared that up. But
perhaps we’re getting ahead of
ourselves here. Perhaps you’re
not familiar with Half-Life. Why
should you want to be? Well, amid
a sea of first-person shooters Half-
Life stands out like a beacon of
gameplay principles in a choppy
sea of clones. While all the coming
shooters have their own story for
how they’re going to be top dog in
the gaming kennel, Half-Life ’ s is
the most compelling.
It’s about story-telling, and
action, and plot development, and
action, and special effects, and
action, and monsters from another
dimension, and action. In a genre
where nobody cares about the sto-
ryline (“What bad-ass weapons do I
get to blow monsters up with?”
being the main focus of most
gamers), Half-Life presents a differ-
ent perspective. For one, there’s a
story that holds a cohesive thread,
backed by some real revolution in
the monster Al department. It con-
cerns Gordon Freeman (you) a bril-
liant scientist with a penchant for
the kind of quantum mechanics that
In 1993, scientists in Innsbruck “teleported
sissis
Secret research stations wouldn’t be secret without a helping of green ooze to put off potential infiltrators,
Scripted sequences bring the game world to life. Helicopters buzz overhead sending you scurrying for alien-infested cover.
It began as just another day at the office. Take your eyes off the controls for just a minute and look what happens.
The Team Fortress guys were
delighted to get access to
Valve’s artists. You can see
why. It seems that a few
childhood nightmares are
seeing the light of day
through some grim creations.
Their actions are based on a
detailed Al model.
While the story is vital to Freeman’s
odyssey, there’s no shortage of fire.
Utilizing the complex script-
ing language (which will be
part of the WorldCraft 2.0
release) squad level actions
will be possible. Enemies will
work together with their own
agendas, providing a greater,
more cerebral threat to ran-
domly dodging critters.
Other shooters: Lee Harvey Oswald (JFK), River Phoenix (heroin), Reggie Miller (3-pointers)
PC ACCELERATOR September 1998
FIVE QUESTIONS
GABE NEWELL IS THE BRAINS BEHIND
THE BRAINS IN PUTTING TOGETHER
THE PIECES THAT WILL FINALLY MAKE
HALF-LIFE A REALITY.
Q: What’s the coolest Al effect in
Half-Life ?
A: I’d have to go with the conversation
capability for NPCs, because it was
something that utilizes just about every
feature (skeletal animation, DSP tech-
nology, scripted sequences, streaming
audio) in the engine.
Enemies will use the environment to their advantage.
^ sequence and lets the Al take Half-Life box — the release date is
over if you shoot or get too close to set for a few weeks later. “Team
the scientist,” explained Newell. Fortress 2 is going to be a much
It’s not enough these days just to ship
a first-person shooter with playable
Internet code. Oh no. This rabid com-
munity demands more. And it’s getting
more in the shape of level editors that
are really putting the creativity back
into gaming by opening the talent pool
to the masses of amateurs who might
just have the knack to get their work
noticed. (And no Dan, this does not
include you ... Cone of Tragedy —
good god.)
Ben Morris’ WorldCraft appeared as
one of the most complete Quake level-
editing tools, and it was also bought by
Valve to be used as the main level cre-
ation device for Half-Life. Included on
the PCXL Disc is an exclusive opportu-
nity to try out the latest, greatest ver-
sion (1.6) of a software package that’s
Q: Unreal vs. Quake II — your call.
A: Ultima Underworld.
Of course, you’re also fairly handy
with an array of weaponry, including
some top secret experimental hard-
more polished product [than TF 1],”
Robin Walker, one of TF Software’s
three directors, said. “We can capi-
incredibly flexible and fully featured.
WorldCraft 2.0 will ship in the Half-
Life box. “The bottom line is that for
game developers, Half-Life gives them
Q: Do you believe that Bill Gates is
the antichrist?
A I was at Microsoft for 13 years, and
blood oaths sworn at midnight prevent
me from naysaying my Dark Master.
ware. The action quotient is cer-
tainly not to be compromised.
TEAM FORTRESS 2
While Half-Life’ s single-player story
talize on all of the resources at both
Valve and Sierra. Honestly it feels a
bit like being 10 years old in a candy
shop with your Mom’s credit card
(ooh. I’ll have those textures and
a huge set of tools for building very
rich story telling, monster behavior,
and monster-to-monster interactions,
Newell said. And you too can do this
— with time and patience!
Try it out now on the PCXL Disc.
rts
0>
CO
bo
a;
CO
in
ON
You’re not alone in the Black Mesa Laboratory, but
there are occasions when you’ll wish that you were.
that model, and some of Kelly’s
machine gun sounds, and ...).”
But what’s Team Fortress 2 all
about? Fundamentally it’s team-
based multiplayer, playing as dif-
ferent character classes in collabo-
ration with colleagues on specifi-
cally designed maps (20 will ship
with the TF2 expansion set). Frags
count, but there are other elements
to aim for in the familiar CTF/king-
of-the-hill/base defense/item
recovery mold. “Our goal is to
make each of the classes quite dis-
tinct, and appeal to a different kind
of gamer. We’ve added a campaign
system for the clans, which are col-
lections of maps with different
game styles so that successful
teams will need to master a variety
of techniques,” Walker continued.
There are real details to the TF2
has been well-documented in the
months surrounding its proposed
and coming release dates, the mul-
tiplayer aspect was always a gray
area. What would there be to make
it more and better than the 18-
month-old Quake deathmatch?
Enter Valve’s wallet and the pur-
chase of Team Fortress Software,
the three Australian guys behind
the phenomenally popular Quake
mod (more popular even than CTF).
What’s the deal? For starters, TF2
is not going to ship as part of the
Q: How much caffeine is consumed in
the office on a daily basis?
A: Enough that the store manager for
the Starbucks next to our office sent us
a personal thank-you note.
Q: Who in the industry do you
respect most?
A: If I have to reduce it to one, I’d have
to go with a game designer, and it
would be one of Warren Spector, Sid
Meier, and Shigeru Miyamoto. Since
Warren is the only one of the three I’ve
met, and since he is amazingly laid-back
for someone of his accomplishments, i’d
have to give him the nod.
gameplay that make it much more
than a straight frag-fest. To incor-
porate certain strategies and
necessitate careful team building
(and thus organizational qualities)
TF2 will involve a revamped
weapon system.
To make the object of the game
more easily understood (and there-
fore accessible to newbies) a com-
pass point to the flag/base/what-
ever won’t just point to the end
location, but will offer a route to get
there. Newbies seem to figure in
the whole Valve plan for Half-Life.
“For people who are new to multi-
player gaming, Half-Life has a one-
button multiplayer feature, where
you click a button, and Half-Life
does everything else to connect the
player, configure the game, select
an appropriate low ping server,
and put them in the game,”
explained Newell. And much like
Unreal and the 3.15 Quake II patch,
all maps, codes, and skins will
download automatically.
As the TF Software guys get set-
tled in Seattle, Half-Life’ s life
expectancy has taken a significant
boost. The multiplayer arena, so
crucial to continuing franchise
success, was a potential weakness
solved in one fell swoop.
— ROB SMITH seems to have
spent half his life putting this pre-
view together.
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Fighter, Lockheed Martin and the Lockheed Martin star logo are trademarks of the Lockheed Martin Corporation and are used under license to NovaLogic, Inc. All other trademarks are the property of their respec-
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1 0 out of 1 0. "Descent: Freespace
The Great War really rocks!"
- Happy Puppy
5 out of 5. "Descent Freespace: the Great War
sets the standard for features that all qames
(not just space-combat sims) should include."
- CNET Gamcccntcr
"Freespace manaqes to outdo all other
space sims in it's first outinq."
-- Next Generation Online
"Freespace will represent the most
complete and thorouqh space-combat
experience qou can currently find."
- Online Games Review
Cominq September '98.
60 new missions for Descent:
Freespace The Great War. New
ships and weapons will challenge
your skill and power in a battle
to the finish. Requires full version.
Actual qameplaq screens from 3Dfx version
Official Strateqy
Guide available
IIIIBratlymS
EVERYONE
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STRATEGY GUIDES
CONTENT RATED BY
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www.interplay.com
DESCENT FREESPACE THE GREAT WAR: ©1998 Volition, Inc. All Riqhts Reserved. Descent, Descent: FreeSpoce The Great War, Interplay, the
Interplay loqo and "By Gamers. For Gamers." are trademarks ol Interplay Productions. All Riqhts Reserved. Parallax is a trademark ot Parallax
Software Corporation. All Riqhts Reserved. Volition and the Volition loqo are trademarks of Volition, Inc. All Riqhts Reserved. Windows ©95 is a
reqistered trademark of Microsoft Corporation. All Riqhts Reserved. All other trademarks and copyriqhts are the property of their respective owners
Go to http://www.pcxl.com/gaming411
_ Tomb Raider 3
i
Is more of the same enough?
A
mongthe glamour
and glitz of an array of
3D engines show-
cased at E3, Lara’s
latest adventure didn’t really stand
out. The three-year-old graphics
engine has been tweaked, but the
effects and environments aren’t
even in the same league as other
third-person games like Max Payne
and Heretic II. However, no other
game in development has Tomb
Raider 3’s main asset: the busty
adventurer we all know as Lara
Croft. She is undoubtedly the
biggest star in the game industry
and has helped expand the market
with her unreal body and adven-
turous gameplay.
Complaints poured in that TR2
was way too similar to the original,
but that didn’t stop millions of
gamers from buying and playing the
hell out of the game. Many in the
industry have been saying that
Tomb Raider is tired, old, and does-
n’t stand a chance against ►
INFO BOX
DEVELOPER — > Core Design
PUBLISHER -» Eidos
RELEASE DATE — > November ’98
3D SUPPORT — > Direct3D (patches for
Glide after release)
INTGRGST GAUGG
INT€R€ST€D EXCITED AROUSED
THG HYPG
The third Tomb Raider adventure
promises a revamped engine, better Al,
new vehicles, and new moves.
THG HURDLG
Often gamers will accept sequels that are
more of the same, but for a third install-
ment they expect something special.
THG HIT
TR’s technology is no longer up to par
with other 3D action games on the PC, but
gameplay and Lara should be enough.
FIVE QUESTIONS
New lighting effects and scripted events add to the interactive
movie approach of the game.
PCXL BRINGS YOU INSIDE THE MIND
OF TOMB RAIDER 3 PRODUCER TROY
HORTON, ALL THE WAY FROM DERBY,
ENGLAND.
Q: How is TR3 going to take advan-
tage of Voodoo 2 and other second-
generation accelerators?
A: As with TR2, we’re using Direct3D in
order to support as many 3D cards as
possible.
Q: Do you have any secret renders of
Lara in the raw?
A My answer depends on if you think
my bosses will read this.
Q: How cool is it having a nursing
school in Derby?
A It’s brilliant. They hook us up on the
rehydration IV after a long weekend on
the piss.
Q: The question we’re all dying to
know: How is Lara in the sack (yes, we
know she isn’t real but indulge us)?
A You mean a gunny sack race? Like at
a family picnic? She would probably do
very well, being the athlete that she is!
Q: Do you get to pick the Lara models?
Because if you need any help ...
A The execs lock themselves in a
room for a few days while “auditions”
take place.
THE RGAL LARA
With Paramount
starting production
on Tomb Raider: The
Movie, we thought
this would be a good
opportunity to test
out some candidates
on the casting couch.
ELIZABETH HURLEY
© She’s got the
accent, height,
and looks
Mmmm ... Lara. She’s so cute when she’s mad.
has focused on creating a new,
style. The key to stealthy game-
Smooth particle effects and
transparencies showcase
Lara’s other guns.
Gravity finally caught up with
Lara as she can no longer stop
herself from falling forward.
^ the new wave of games. One
key ingredient they’re forgetting is
that gameplay, not graphics, is
what makes a great game. Despite
the many efforts to clone Tomb
Raider, no game delivers a better
cinematic feel or sprawling adven-
ture. Sure the battle scenes in TR
more interactive world for Lara to
explore. TR3 takes Lara to the
exotic locales of Antarctica, India,
a tropical rainforest, Area 51, and
London. A new landscape system
incorporating triangles, improved
texture palettes, transparencies,
and other particle effects promises
to liven up the graphics. Other cos-
metic enhancements such as
snow, wind, rain, footsteps in the
snow, blowing leaves, fog, dark-
ness, and even some new duds for
Lara are likely to alter the environ-
ment just enough so it seems like
a whole new game.
What wasn’t evident in the early
version I saw were upgrades in
gameplay. Core Design promises
new moves, new vehicles, and new
play is in the enemies’ Al, which
was abysmal in previous TR
games. Core assure us that its
programmers have spent a great
deal of time and energy to wisen
up the baddies, but we’ll wait to
see on that. The vehicles that
debuted in Tomb Raider 2 are now
going to be a more integral part of
the gameplay, with a new vehicle
for each world. Vehicles thus far: a
jeep, a motorboat, a motorcycle,
and a water raft, which Lara rides
down a maze of perilous water-
falls. New moves including knock-
ing down doors, crawling, rope
swinging, and wall jumping give
Lara more tools for trekking
around the titanic levels and
round out the new features.
© Going to need a
padded bra and
some toughening
up
DEMI MOORE
© Like Lara, horny
men — as
opposed to genet-
ics — created her
body
© The accent is key,
and her face could
use some more
work
VANESSA DEMOUY
© Already has the
outfit, and we’ve
got access to
naked pictures
© She’s French, she
can’t act, and she
still wears a train-
ing bra
LUCY LAWLESS
© Tough as nails,
accent, and strong
lesbian following
are almost laughable, but the inge-
nious puzzles, dramatic environ-
ments, and well-crafted levels are
the real reason people love the first
two incarnations.
Rather than spending a year
developing a new engine, Core
puzzles that, if pulled off, could
once again make Lara the queen of
adventure. For example, in the
London level Lara slips into a tight
black cat suit and has to sneak
around the city, rather than charge
around in her usual gun-blazing
Additions aside, Tomb Raider 3 is
likely to be more of the same, which
to some ain’t so bad.
- MIKE SALMON has the
Nude Raider website as his
startup page.
© A bit butch for our
liking
SANDRA BULLOCK
© She’s got dark hair
and is an actress
© Too cute, flat
chest, and she
isn’t much of an
actress
o
crq
"a
a>
CD
3
C=
in
CD
3
Q_
New moves such as climbing
forward should provide even
better platformlike action.
A new vehicle for each world
should break up the game-
play and keep things fresh.
Otherworldly beasts and their
vile traps are certain to be
tougher this time around.
Lara just won’t give up that
Banana Republic circa 1983
fashion statement.
PC ACCELERATOR September 1998
MAGIC
ar
Interactive Magic
P.O. Box 13491
Research Triangle Park, NC 27709
OPTIMIZED FOR
3D ACCELERATOR
CAROS
UltraFighters isa trademark and Interactive Magic is a registered trademark of
Interactive Magic, Inc.' Copyright 1998 Eagle Interactive. All Rights Reserved.
Go to http://www.pcxl.com/gaming411
Drakan
DEVELOPER’S TRACK RECORD
HISTOGRAM j avg. score | NA
iJ-te-
-e-
NA
Drakan
Look out Lara, there’s a new girl in town
A
t first glance you may
think Psygnosis’
Drakan is just
another slick Tomb
Raider knockoff. It has all the right
components (a sultry heroine,
exotic locales, and high adven-
ture) to be a clone, but play it
once, and you’ll realize the two
titles have very little in common.
While Lara Croft’s adventures
involved quiet exploration and the
occasional moment of action,
Drakan’s lead character Rynn is
more about intense combat. On
the ground she will constantly face
mythical creatures and surly
giants in hand-to-hand combat,
while in the air she fights danger-
ous flying creatures bent on her
destruction. This mix of two gam-
ing styles is at the very heart of
Drakan, and the reason the game
feels so original.
On foot Rynn has more than 50
different weapons at her disposal,
and a unique battle system that
enables her to seamlessly mix
INFO BOX
DEVELOPER — ) Surreal Software
PUBLISHER-) Psygnosis
RELEASE DATE-) Qi’99
3D SUPPORT -) Direct3D, Glide
INTEREST GAUGE
INTERESTED
THE HYPE
Drakan introduces a lead character that
could give Lara Croft a run for her money
— and it includes innovative gameplay.
THE HURDLE
Lara-clones and games that combine
styles have been notorious failures.
THE HIT
The game looks incredible, and the
aggressive approach by Surreal Studios
looks to have the hallmarks of success.
The flight model in Drakan is on par with, if not better than, any
flight simulator we’ve seen.
moves. You can command her
through combos like jumping,
slashing, and then immediately
moving to a defensive position
without ever having to sit through a
sequence of canned animations.
For those who cannot advocate this
kind of weapon-oriented violence,
the game includes plenty of flashy
spells that let you fry enemies to a
crisp without any swordplay guilt.
(But honestly, if you can’t advocate
videogame violence then maybe
you should be reading Family PC
instead of PC ACCELERATOR.)
The air combat side of the game
is equally well designed, letting
you take control of what is quite
possibly the first fully functional
dragon simulator. Thanks to tight
control, this half of the title is a
complete game by itself, with a
completely different strategy than
the ground-based segment. It also
promises to make the multiplayer
mode more exciting as players go
beyond the usual frag-fest, ^
If you have to look at someone’s backside for an entire game,
then I suppose you could do worse than this.
PC ACCELERATOR September 1998
Stephanie Seymour’s brother Lance works for GT Interactive
^ fighting both on the ground
and in the air. The deathmatches
will also enable up to eight play-
ers to battle only on foot, battle
only in air, or battle for a single
dragon and the air superiority that
it brings.
This two-tiered gameplay takes
place over a beautifully rendered
fantasy world. The graphics
engine enables Rynn to walk miles
on foot, and then mount a dragon
and fly over the same exact land-
scape in a mere fraction of the
time, which makes the worlds feel
incredibly real, despite their fan-
tasy origins. Fourteen levels will
take you through five environ-
ments that include logical choices
like mountainous terrain and
snowcapped hills, as well as a sur-
real fantasy level whose only basis
in reality is the dreams of the
Canadian snowboarding team.
Each of these worlds is popu-
lated with smoothly animated bad
Does a fire-breathing monster between your legs sound good?
Adventure elements such as climbing around to find secret areas promise to add depth, not to mention the necessary ladders.
A variety of enemies on land and air keeps you on your toes.
Drakan’s incredible graphics engine produces eye-popping detail
• •
Drakan
pReuieus
guys such as hammer-wielding
trolls and nonplayer characters
that make Drakan play like an ani-
mated storybook. In fact, many of
the in-game characters will inter-
act with Rynn to move the story
along, keeping the plot and game-
play together within the title’s 3D
engine. The game’s Al promises to
be equally impressive, with
unique touches such as giants
who will use anything at their dis-
posal to fight (including any
unlucky bad guy who happens to
get in the way during battle).
Drakan is a fresh and exciting
prospect that steps beyond the
safety of me-too game design.
When it finally hits stores early next
year, it is unlikely that any other
game on the shelves will look quite
like it.
— DAN EGGER has gone through
three body revisions in the past
year, but he still needs some work.
“Bring it on Lara! I’ll take you anytime and anywhere.”
Which is cooler? Flying on dragons or slaying them?
FIVE QUESTIONS
CASTING CALL
PCXL TALKS WITH SURREAL STUDIOS
HEAD ALAN PATMORE ABOUT HIS NEW
GAME AND THE CHARACTER RYNN.
Q: Be honest: Lara and Rynn walk into
a bar and get into a brawl. Who walks
out on her own power?
A: Rynn, of course! She is younger,
much more athletic, and has many more
moves. She can slice and dice any
opponent even while shaking her booty
in circles. We also can’t ignore the fact
that Rynn has much better cleavage!
Q: What games were the most
inspirational when you set out to
create Drakan ?
A All of the old fantasy RPGs like
Ultima and Wizardry. Everything Bull-
frog did, especially Magic Carpet.
Q: What’s up with names like Drakan,
Dragoon, or the like when we all know
it’s just a dragon?
A: Dragons in our game are still called
dragons. We couldn’t name the game
“Dragon” due to legal issues, so
we’re using the name of the game
universe, Drakan.
Q: Let’s get this out of the way before
we get ten thousand letters from horny
readers. Is there a Nude Rider code?
A No ... wink, wink, nudge, nudge.
Q: When you decided to make Rynn
more shapely, were there any models/
actresses that you patterned the
design on?
A: We digitally composited the follow-
ing models into an averaged vertex
mesh to come up with the “perfect”
female character. You can imagine who
we’re talking about: Elle MacPherson,
Nikki Taylor, Krissy Taylor (gross! she's
dead!!), Linda Evangelista, Karen Mul-
der, Daniela Pestova.
OK, the Tomb Raider
casting frenzy is already
out of control. So to get
a jump on the casting
fury that could surround
a Drakan film, we offer
some early suggestions.
And in case Surreal con-
tinues to change the
looks of its lead charac-
ter, we provide ideas for
the different Rynn char-
acter models that
they’ve already gone
through.
RYNN [CURRENT MODEl]
STEPHANIE
SEYMOUR—*
She’s got the look and
has experience wearing
bustiers
RYNN (ULTRA-THIN WAIF
MODEL]
KATE MOSS -i?
She has a skin-and-
bones body, but she’d
have to work out. Right
now she can’t lift a
bagel, let alone a sword
RYNN [MANLY MODEL]
MARV ALBERT-:?
He already has experi-
ence wearing leather,
and he’s probably into
reptiles
AROKH (THE DRAGON]
GEORGE HAMILTON-*
His overly tanned
leather face is just a
beach trip away from
having dragonlike
scales
LD
rt>
~o
<—*•
CD
3
cr
( D
Elle MacPherson appears naked in the movie Sirens (just being helpful)
IPS TIME YOU
of. ancl Command & Conquer Tiberian Sun, and Westwood Studios are trademarks of, Westwood Studios, Inc. © 1998 Westwood Studios, Inc. All rights reserved.
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Go to http://www.pcxl.com/gaming411
00
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LO
oc
1
5
ixty-foot bio-mechani-
cal entities blowing
the crap out of other
6o-foot bio-mechani-
cal entities while unceremoniously
trashing a sprawling city of the
future — sounds like a concept
right out of PC ACCELERATOR’S
Ideal Games folder.
As developer Accolade moves
its corporate strategy progres-
sively into the burgeoning market
of action, action, action and 3D
acceleration, Slave Zero is a pro-
ject entirely in keeping with this
philosophy. The pitch is simple:
The futuristic city of Zo (inspired
by the cities of Blade Runner,
Judge Dredd, and various
Japanese anime) is under the evil
grip of a character called Maldar.
He’s a bad guy (hence the evil
grip). You’re a good guy, in league
with a rebellious faction that
steals a Slave. These (6o-foot tall
bio-mechanical) entities are
armed to the teeth (if they had
teeth) and surprisingly deft.
Destroying the city’s infrastruc-
ture is the plan. Upsetting
Multiplayer arenas will allow eight Slaves to battle, and the
familiar mouse/keyboard combo wilt be fully supported.
(D
>
o
o
CL
n3
Smaller sentinels are the
main enemy to Slaves.
INFO BOX
o
-Q
E
o
E
DEVELOPER — > Accolade
PUBLISHER Accolade
RELEASE DATE -> Spring ’99
3D SUPPORT — > All APIs
INTEREST GAUGE
INTERESTED EXCITED AROUSED
THE HYPE
A destructible city, huge mechs, and
action to fry your eyes.
THE HURDLE
It’s a tough market. The Ecstasy engine
has mucho competition.
THE HIT
An appreciation that the game world will
have evolved between now and the pro-
62
posed ship date sets Slave Zero up well.
The dark matter rifle creates a small gravity well that pulls any object in range into it.
• •
Slave Zero
Five QUESTIONS
Size DOCS MATTeR
Key to Slave Zero are
the enormous 6o-foot
mechs and the de-
struction that ensues.
Here are a few other
cases in which size
does matter.
SHAWN BRADLEY
This skinny white guy
makes millions for
being extraordinarily
uncoordinated. If he
was 6'i" even the
Dallas Mavericks
wouldn’t want him
CHRIS FARLEY
The key to energetic
fat-guy humor is
being fat. Without
that extra weight
Chris Farley would
still be alive, but
he wouldn’t be
very funny
TOMMY LEE
Pamela Anderson and
Heather Locklear
didn’t marry him for
his looks, talent, or
calm demeanor (a
lack of these qualities
is the reason they
divorced him)
GODZILLA
Big lizard, big budget,
big piece of crap. Proof
of the less fortunate
man’s mantra that it
isn’t the size, it’s what
you do with it
SIXTY-FOOT SLAVES? PCXL JUST HAD
TO GRILL SLAVE ZERO PRODUCER
MATT POWERS ABOUT THIS ONE.
Q: Who would you like to be your slave?
A: Either agent Dana Scully or “7 of 9”
from “StarTrek” (or both!).
Q: Do you think the U.S. should apolo-
gize for slavery?
A: Yes.
Sixty-foot mechs can strafe! Jetpacks help them manuever as well
as enable them to hover.
— ROB SMITH isn’t anybody’s
slave.
A procession of sentinels is
about to fry.
There’s no time for sight-see-
ing despite impressive levels.
Q: Who do you most admire in
the industry?
A John Carmack. He is very talented, has
shipped incredible product, no overclock-
ing ego, shares his knowledge, continues
to work hard and push the industry.
Q: Specific card API or OpenGL and
D3D - which is the best way to go?
A Each card seems to perform better
when we are able to tune the code
specifically for that card. Overall, D3D is
a very good route to go as long as the
engine allows specific code to be writ-
ten for each card. The Ecstasy engine
has a separate dynamic link library for
each 3D card. These DLLs are tuned for
maximum performance for each card.
Q: Unreal vs. Quake II — your call?
A: Unreal single player, Quake II mult-
player (no contest).
Got a problem?
Cars will react, crash into each other, and explode as they avoid
being stomped.
Watch it! A good vantage
point to snipe with rockets.
^ the populace with a harshly
worded leaflet campaign, and
yelling in the streets with a sand-
wich board tied around your shoul-
ders is not the style. Jumping into
this destruction-dealing beast and
destroying communication arrays,
power lines, and ordinance facto-
ries is more befitting.
“Everything you want to do with a
6o-foot mech in a bustling metropo-
lis, we want you to do,” said Slave
Zero’s lead designer Sean Vesce.
“We’re creating an environment with
a lot of interactivity — a dynamic
city, rather than being static (using
portals etc.), where you can move
and destroy stuff.”
Slave Zero will use its own pro-
prietary engine based around 3D
Studio Max 2. As producer Matt
Powers commented, “We knew
from the start that we were creat-
ing a game to release in early ’99.
We looked at the Quake and
Unreal engines, as well as others,
but we needed something that
was going to be cutting edge when
it came out. So we’re going hard-
ware-acceleration only.” By using
a dynamic link library (DLL) sys-
tem, Slave Zero will include sup-
port for all the various accelerator
card APIs specifically.
“Creating a sense of scale is
very important for us,” continued
Powers. “We’ve gone with a third-
person view because the detail in
the Slave animation and the scale
and scope of the city is something
we want to show off and some-
thing you, as the player, will want
to see.” In the playable version I
saw, the sense really is of control-
ling a behemoth mech.
“Fast action is vital,” added
Vesce. “We’re going to throw a lot
of enemies at you so there won’t
be much time for exploration. You
know that feeling when you’re
playing Quake, when all the out-
side world is shut off as you’re on
a spree — in the zone? That’s
what we’re after all the time in
Slave Zero."
About 12 weapons are planned,
including some that interact with
the city environments. You’ll be
able to see shockwave effects on
the city — cars will crash and
bridges will collapse. There is
even an electromagnetic pulse
weapon that will shut down the
lights of the entire city.
For a game still some five
months from alpha stage when I
saw it, Slave Zero was looking very
polished. The important aspect is
whether the crucial elements of
scale and interactivity can be
blended in to a game with purpose
and action.
PC ACCELERATOR September 1998
MM
TRUE TERRAIN LANDSCAPES. YES, VIRGINIA,
THERE'S A SINFULLY REAL WORLD OUT THERE.
EVEN WEATHER!
MULTIPLAYER FOCUS. THE FIRST 3D SHOOTER DESIGNED FROM
THE BOTTOM UP TO MAXIMIZE FULL-SQUAD, TOTAL-IMMERSION
MULTIWARRIOR GAMING.
Jh ic
rSfc c
Go to http://www.pcxl.com/gaming411
1988 Sierra On-Line. Inc. All rights reserved. © and TM designate trademarks ol. or licensed to Sierra On-Line. Inc.
DEDICATED COMMANDER.
ONE LEADER PER TRIBE, SCOPING THE
NASTIES, DEPLOYING THE TROOPS,
CALLING THE SHOTS - LIKE A TRUE
COMMANDER AND CONDUERER.
WWW.STARSIEGE.COM
COMBAT VEHICLES. WHY TRUDGE
WHEN YOU CAN TRANSPORT
YOU AND YOUR BUDDIES IN
SCOUT FLYERS AND ARMORED
PERSONNEL CARRIERS.
MOTION CAPTURE ANIMATION
SKELETAL ANIMATION? NO.
FLUID, FULL-MOTION BODY
MOVEMENTS? YEP
VAST INTEGRATED WORLDS. " LEVELS " BEGONE.
PLAYERS DASH INDOORS AND OUTDOORS WITH
NO LAG OR LOADTIMES WHATSOEVER.
Coming this fall. A revolutionary first-person shooter designed from scratch to maximize the
multiplayer gaming experience for 2 to 32 players. Just enough single-player missions to
get your boots wet, then it's all teamwork.
Imagine countless independent servers ( all FREE) with thousands of independent warrior
tribes - each with their customized names, symbols,
warriors, and colors - battling for supremacy over the
Internet. It's action. It's heat. It's TRIBES. Join us.
A JjllRRA COM PA l\Y
THE ULTIMATE
IN FIRST-PERSON SQUAD WARFARE
PC ACCELERATOR September 1998
Re qu iem
Cyclone busts into the first-person shooter scene with righteous fury
ust when people were
getting used to the
idea of a showdown
between Id and Epic for
the first-person shooter cash flow,
along come upstarts with their
own ideas. Started more than two
years ago, Requiem is one such
upstart-in-the-making, and its
developers hope their title stands
out as a real player rather than an
also-ran. The daunting challenge
of creating strong technology
that’s comparable to the heavy-
weights’ while simultaneously
working on innovative design
would be enough to cause most
design houses to cash in and quit.
Not Cyclone, however, whose last
effort, Uprising, was a huge critical
(if not commercial) success. From
an early look at the game, still a
few months from completion, it
seems that the choir is clearing its
throat for a mighty Requiem.
The main thing Cyclone is stress-
ing is the story and character inter-
CM
CM
INFO BOX
DEVELOPER —> Cyclone Studios
PUBLISHER -> 3DO
RELEASE DATE -> 03*98
3D SUPPORT — > Direct3D, OpenGL, Glide
INTGRGST GAUGG
INT6R6ST6D eXCIT6D AR0US6D
THG HYPG
Requiem uses one of the few original
engines to hold its own with the big boys,
and has strong single-player design.
THG HURDLG
Competition between first-person shooters
is intense and is only getting more vicious
this summer.
THG HIT
If it gets enough marketing support, it could
do some damage. Controversial subject
matter may be enough.
action. The plot centers around a
group of renegade angels bent on
wiping out humanity, and as
Malachi, an angel yourself, your
mission is to crash their little party.
“The first and foremost reason I
would buy Requiem is the story,”
said lead world designer Phil Co.
“It really plays through like a
movie.” Well-presented scripted
events drive the story forward. For
example, in one early scene, you
walk in on a firing line execution of
some random prisoners. The
guards ask ’em a few questions,
and then shoot 'em. If you feel like
being a hero, you could intervene
and face the consequences. Later
in the game, you must rescue a
polygonal babe from some sort of
torture device (unless, of course,
you enjoy watching that sort of
thing). After freeing her, you must
carry her on your back for the
remainder of the mission, resulting
in a hindrance to maneuverability.
Another thing that adds to the
immersion factor is the amount of
interaction that you’ll have with
nonplayer characters. The first
time you walk into a bar bustling
with life, you have to suppress the
urge to mow down all patrons just
because they’re moving polygons
(I hope they give us the option,
though). Requiem is one of the
first games aiming to really take
advantage of the interaction ^
This guy came to kick ass and chew bubblegum, and he’s all out of bubblegum.
CHARLIE'S
ANGELS
FIVE QUESTIONS
CHARLIE S ANGELS
As we contemplated playing the angel
Malachi in Requiem, we began to remi-
nisce about some other angels ...
FARRAH FAWCETT
POSED IN PLAYBOY: Yes
TV MOVIES: 18
BEST MOVIE TITLE: The Feminist and
the Fuzz
LAST SEEN: Showing it all in the Play-
boy video Farrah Fawcett: All of Me
Don
make
me
get biblical on yer ass.
Milton’s Paradise Lost inspired the plot, which is decidedly dark.
PRODUCER KERRY MOFFITT AND
WORLD DESIGNER PHIL CO CHEW THE
FAT WITH PC ACCELERATOR.
Q: So what right do you guys have
making a First-person shooter if you’re
not from Texas?
PC: Well, LucasArts made one, and it’s
my favorite one.
Q: How many commandments do you
break in an average week? If you say 10,
we’re getting the cops down here.
PC: Well, I think there’s only four of
us who are Catholic.
KM: Let’s say seven.
Q: Game developer walks into a bar.
What’s the percentage that he walks
out with a good-looking girl?
PC: 100% — cuz I’ll be with my wife.
KM: I’d say 78, 79%. (We've got to
find this bar for Ed!)
Q: Camping — for it or against it?
PC: Definitely against. I’ll never make
a spot on any of my levels where you
can camp.
Q: Have you ever seen a grown
man naked?
Both : Yes (while looking knowingly
into each other's eyes).
^ (and nonkilling) of NPCs. This
important gameplay mechanic
could really make a difference in
competition with the slew of gore-
fests on the way.
The original engine is truly a
labor of love, having evolved many
times before reaching its current
impressive state. “It’s totally com-
petitive with Quake II — it has
realtime lighting effects, particles,
all that glitzy stuff, and a really
solid animation system,” producer
Kerry Moffitt said. The combina-
tion rigid/soft body animation
model allows for some incredibly
fluid, lifelike animations that don’t
tax the processor too much.
In addition to a slew of big guns
at your disposal, you get to kick
pagan ass with some righteous
angelic powers. Handled much in
the same way as IK’S Force Powers,
Malachi’s divine powers range from
a “super jump” to turning your
enemies into pillars of salt or, even
more devious, resurrecting fallen
enemies to fight for you. Cool.
The Requiem team has its own
spin on the multiplayer thing. “We
think that one-on-one play and team
play is gonna be where it’s at,” Co
said. “I really like team arena and
one-on-one because you can hone
your skills and see who’s really the
better player. We’re gonna have
smaller maps that are really well
balanced.” Angelic powers will
throw in an x factor — among the
more cunning uses is possession, in
which you can wrest control of
someone’s body away from him,
forcing that character to attack his
own teammates, waste ammo, or
commit suicide.
With all its competition it’ll be
tough for this title to get the atten-
tion it deserves, but I wouldn’t be
surprised if Requiem emerges as a
dark horse in the first-person
shooter war.
— ED LEE, like R. Kelly, believes
he can fly.
KATE JACKSON
POSED IN PLAYBOY: No
TV MOVIES: 24
BEST MOVIE TITLE: Satan’s School
for Girls
LAST SEEN: Starring in CBS television
movie What Happened to Bobby Earl ?
JACLYN SMITH
POSED IN PLAYBOY: No
TV MOVIES: 26
BEST MOVIE TITLE: Love Can Be Murder
LAST SEEN: Hawking her line of women’s
clothing in a Tulsa, Oklahoma Kmart
CHERYL IADD
POSED IN PLAYBOY: No
TV MOVIES: 27
BEST MOVIE TITLE: The Devil’s Daugh-
ter (also appeared in Satan’s School
for Girls )
LAST SEEN: Writing a children’s
book called The Adventures of Little
Nettie Windship
SHELLEY HACK
POSED IN PLAYBOY: No
TV MOVIES: 14
BEST MOVIE TITLE: Single Bars,
Single Women
LAST SEEN: Reading for audiotape of
the book Lord ofHawkfell Island
TANYA ROBERTS
POSED IN PLAYBOY: Yes
TV MOVIES: 4
BEST MOVIE TITLE: The Yum Yum Girls
LAST SEEN: Starring in Access Soft-
ware’s The Pandora Directive
Percentage of action gotten by developer^ 30% (without John Romero: 16%)
Allison's wonderland in
scientifically perfected
eye-popping 360-degree sgace cam.
along with Allison and her
host of mutant allies!
‘along with Allison 's dancing as she
hypnotizes the bunnies to do her bidding!
Space Bunnies Must Die! is a trademark of JINX. All other trademarks are proper
tL,-
6 , q *1
mn i ip&jf » i \ m
L IKE MANY
WOMEN,
Ml AlUSoN
ns LOOM INC
FOR AN EFFECTIVE
HA RE RE MOV A L
SYSTEM.
An army of sinister mutants from beyond!!! l*** 00 ^
The shocking story of a kidnapped country starlet with a twang and a twin!!!
This sassy rodeo-riding waitress is servin' up a serious side-order of slaughter!! !
WricordM Panasonic
WWW.SPACEBUNNIES.COM
WWW.RIPCORDGAMES.COM
Screaming Yellow Zonkers is spelunker slang for diarrhea
Command & C&C: Red Lands of Blade
Conquer Alert Lore II Runner
Conquering the same world in incredible new detail
00
ON
ON
tH
<U
JO
E
<d
4->
CL
a>
co
Od
1
CJ
Q.
THE HYPE
THE HURDLE
THG HIT
It’s C&C. Terrain and Al problems have
been addressed. Walkers, mutants, jump
infantry, and hovercraft are added.
Two uninspired add-on packs for Red
Alert and a poor online-only game may
have burst the C&C bubble.
As long as Westwood doesn’t cheese out
on the intermission FMV setups, this
game looks like it’ll do C&C proud.
This would be a good time to take out that bridge (unless, of course, you are the NOD).
INFO BOX
night missions, and even large,
detailed urban environments that
put the skimpy little scattered vil-
lages of Red Alert to graphic
shame — but my god, is this game
ugly. Nasty. Real wanna-take-a-
shower-time stuff.
The time is approximately 20
years after the GDI/NOD conflict of
the original C&C, and the whole
Tiberium thing has gotten horribly
out of control. Not to put too fine a
point on it, the Earth is screwed; the
nutrient-leeching Tiberium menace
has ravaged the temperate portions
of the planet, reducing once-vibrant
lands to barren, craggy, poisoned
wastes veined with the glowing, fes-
tering alien ore. GDI forces have
relocated their operations com-
Detailed city architecture
can be taken out or used for
strategic advantage.
Attacking at night is sweet, but
wartime courtesy forbids
attack during “The Simpsons.”
pletely off-world (and the majority
of the civilian populations to the
poles), while NOD factions, fiery-
eyed with visions of a mutant,
Tiberium-fueled master race, have
gone underground. Welcome to
post-Tiberium Earth; try not to step
on the mutated corpses, and have a
nice freakin’ day.
One of the great things about
the Command & Conquer universe
ell, here’s to
dubious honors:
Westwood Stu-
dio’s forthcom-
ing realtime opus, Command &
Conquer: Tiberian Sun, is just
about the ugliest strategy game
I’ve ever seen.
OK, now before you start chok-
ing on your Screaming Yellow
Zonkers or whatever you stuff your
face with, perhaps I should elabo-
rate: The graphics, the lighting,
the look of this game is gorgeous.
There are realtime lighted explo-
sions, scattered debris, moodily lit
DEVELOPER — > Westwood Studios
PUBLISHER —> Virgin
RELEASE DATE -> 04*98
3D SUPPORT None
INTEREST GAUGE
Five QUeSTIONS
ERIC YEO, THE LEAD LEVEL DESIGNER
OF TIBERIAN SUN, GAVE PCXL THE
INSIDE INFO ON LIFE INSIDE WEST-
WOOD STUDIOS.
Q: What are the long-range plans. If
any, for the expansion of the Command
& Conquer universe?
A: We did announce some time ago that
we're going to create a 3D, third-person
action game called Commando. There is
some very cool technology involved, and
we'll be able to talk about it next year.
Q: And In the RTS market?
A: We’ve also hinted at the fourth
installment of the C&C strategy games,
which would continue the telling of the
Tiberium Wars epic.
Q: What are the most common mis-
takes developers make in creating
realtime strategy games?
A: Now the trend seems to be making
RTS games as complex as turn-based
games used to be. And too often all
those features just end up as another
bullet point on the back of the box.
Q: Who's the sorest loser In the West-
wood offices, competition-wise?
A: Me, so don’t screw around. I will
destroy you.
Q: Quick — you're gonna be stuck In
some god-awful, pisspot, Third-World
South American country for a month,
and can only keep one game on your
laptop (not any of Westwood’s, either,
buddy). Which one and why?
A: Well, if there's no one around to
deathmatch with. I'd have to go with
Unreal (with the editor so I can at least
make more maps). But if the natives
have a LAN set up, I’d go with Quake II.
has always been the integration of
the story into the missions, either
via FMV sequences to set the
mood, or by the slight tweaking of
in-mission elements — characters,
convoys, vital installations, or (in
one memorable case) the laws of
physics themselves. Tiberian Sun
continues in this vein, expanding
its now rather dismal future-his-
tory storyline to show the awful
effect Tiberium has had on the
world. Huge fields of the stuff
(now glowing a faint, sinister
green) tentacle across the battle-
field. Since you can’t build on it,
one new threat is the possibility
an infectious hunk of it will fall
from the sky and smack into your
base. It’s delivered either by ran-
dom bombardment from space or
by intentional enemy delivery (an
ugly form of bio-warfare, rather
like catapulting a rotting horse’s
head over the wall into Masada —
except this horse head takes root
in the ground and flourishes). Just
to add to the fun, there’s also a
Command & Conquer; Tiberian Sun
easy as crossing ridged mountain
terrain) but gives the playing sur-
face character. Now there’s
evidence of a society on this
Tiberium-polluted planet.
Environmental effects like ran-
dom freak ion-storms shut down all
your high-tech units for an unspeci-
fied amount of time, forcing you to
change mental gears in the middle
Laser cannons and the ion blast make
Tiberian Sun look much better than
Red Alert.
FMV FOLKLORE
.
I • , ■ ^
.* L -J, V. V
•' : ..i .
new, less-than-stable blue variety
of Tiberium that can explode when
fired upon, or perhaps for no good
reason at all.
New units, structures, and game-
play mechanics abound, of course.
Ground-effect vehicles can hover
across rivers, lakes, and patches of
ice (heavy tracked units, on the
other hand, can simply crack said
ice and fall through, which is kind
of funny to watch if it’s not happen-
ing to you). Searchlights now stand
sweeping watch in nighttime mis-
sions, and when they finally spot a
target, they’ll lock onto it, tracking
it relentlessly as other defense
mechanisms begin to target and
fire. Defensive barriers can now be
laid out with point-to-point auto-
mated construction, instead of the
tile-by-tile micromanagement
required in the earlier games (it still
costs you the same money, but
takes immensely fewer years off
your life in terms of stress).
Those urban environments are
one of the biggest advances. It’s
about time you could destroy a
town during a siege. Not only does
it add extra strategy to the maps
(navigating down pothole riddled
roads with your ravening hordes of
NOD buggies won’t be quite so
The 3D terrain greatly alters
the way the game plays.
Larger maps don't take away
from the constant action.
Why would you wear red to a
battle? It just isn’t military.
of a hectic base-defense battle.
Various combinations of terrain
considerations (slope, line-of-sight,
ground condition, etc.) can put a
serious logistical dent in — can you
gimme a hallelujah — the almighty
Tank Rush.
You’ll notice that the interface
remains pretty much untouched.
Why fix what ain’t broken? But the
whole graphics overhaul gives a
great deal more character to the
browns and greens that domi-
nated the earlier games.
I’d throw in a few downsides
here just for the sake of editorial
balance, but the fact is, I really
didn’t see any. I was a little
bummed at the apparent absence
of nukes, but they’ve got some
stuff in here, like nerve gas, that’s
even nastier, so no worries there.
Even the FMV sequences are get-
ting due care and attention. While
Westwood officials would neither
confirm nor deny it, the rumor is
that they’re working on signing
sci-fi movie star Michael Biehn for
one of two key roles.
Tiberian Sun, ladies and gentle-
men: I have seen the future, and I
tell you with glee that it’s going
to be nasty. Let’s hope it ships
on time.
- CHRIS HU DAK’s leather pants
will undoubtedly protect him
from Tiberium.
putting EVA on film.
Let's just hope who-
ever they choose to
play this role fares
better than others
who have taken the
FMV stage. Here is
the PCXL FMV Hall of
Shame.
CHRISTOPHER WALKEN
APPEARED IN:
Ripper, Privateer a:
The Darkening
CONTRIBUTION:
Never, ever lowered
himself to appear in
an FMV game — he
sent a mannequin in
his place
GILLIAN BONNER
APPEARED IN: Riana
Rouge
CONTRIBUTION: The
feminist propaganda
took a hit when you
could make her pee
— and watch
MARK HAMILl
APPEARED IN: Wing
Commander series
CONTRIBUTION:
Exemplified determi-
nation by pursuing an
actingcareer despite
complete lack of tal-
ent. It’s amazing
what Star Wars can
do for you
ANYRIVER ENTERTAINMENT
APPEARED IN: A Fork
in the Tale
CONTRIBUTION: Will
live long in our mem-
ory for pursuing its
hopelessly flawed
dream into
bankruptcy. Rob
Schneider, you
should be ashamed
PC ACCELERATOR September 1998
Michael Crichton wrote The Andromeda Strain and sold it to Hollywood before he graduated
The Chaos
Neverhood Island
Dinosaurs live. And breath. And eat careless adventurers. Like you
00
0's
On
0 )
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E
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Q.
o;
( f)
CL
0
1
F
irst there was Jurassic
Park and dino-mania
hit. It’s no surprise that
the cash cow was
milked again, this time coming out
of the sequel udders in nonfat
form with the crap flick The Lost
World. But Dreamworks Interac-
tive, the game arm of the SKG Cor-
poration, has been working on the
game version for quite a while,
creating a world that looks so
astounding it’s a surprise that
Trespasser’s hype was somewhat
muted at E3.
Having seen Trespasser in
action, the real-world physics
model affecting every single
object, and the dinosaurs running,
jumping, eating, and breathing, it
now stands as the game I’m most
looking forward to playing this fall.
Project leader Seamus Blackley
(whose credits include Flight Unlim-
ited) has a refreshing viewpoint to
the question of determining the
story to pursue throughout a game.
12
INFO BOX
DEVELOPER —> Dreamworks
PUBLISHER Dreamworks
RELEASE DATE October ’98
3D SUPPORT Direct3D
INTEREST GAUGE
INTERESTED EXCITED AROUSED
THE HYPE
Real-world physics, fully interactive envi-
ronments, and breathing, lifelike
dinosaurs are the hot ticket.
THE HURDLE
The lack of both a multiplayer mode and
level editing utilities puts the pressure
on the single-player experience.
THE HIT
Trespasser’s look is staggering and the
gameplay might just hold up. Either way
you get to shoot dinosaurs.
You can run but you can’t hide!
you down and eat you.
“It’s really about setting up a cool
place where a bunch of interesting
things can happen, and letting the
player be the star. I am really
against games that try to shove a
lot of plot down the player’s
throat,” he said. Taking up the plot
where the movie left off, the lead
character Anne is stuck in this fan-
tastic location (“We decided to use
a female character a couple weeks
before Lara Croft was revealed to
the world,” Blackley revealed. ...
“We were annoyed.”). She’s sur-
rounded by the creations of John
Hammond (the scientist played by
Sir Richard Attenborough, who also
supplies the voice for the game).
Her adventure through the envi-
ronment is set to be, dare 1 say, a
unique gaming experience. The
developers are modeling almost
every object with real-world prop-
erties. “The only things that aren’t
simulated are objects like palm
fronds, ferns, and such,” Blackley
said. This has led to Dreamworks
being able to create real-world
puzzles, the kind you might do on
one of those corporate team-
building exercises: Get across this
Kill the raptors or they will hunt
river with a couple of two-by-
fours, duct tape, rope, and a tin of
sardines. Since all the barrels,
boxes, ropes, and two-by-fours
have their own physical model in
the environment, they can be
picked up and arranged in any
possible way.
And then there are the
dinosaurs. How come they look so
damned real? “Steven Spielberg
came to see them for the first
time. Imagine that — Mr. Dinosaur
looking at this crazy idea I had for
realtime physically animated
dinos. I was out-of-my-mind ner-
vous,” Blackley remembered.
“We showed a raptor pathfinding
his way around some crates. He was
wagging his tail and breathing, and
he was looking around while he cal-
Oi! Ever heard of mouthwash? You get so close to the dinos in
Trespasser that you can see the remains of their last meal.
Trespasser
PREUIfUS
Indoor and outdoor environments provide an arena to kill.
ciliated his path. Steven thought it
looked good until we invited him to
move the obstacles. He did and was
totally amazed that the animal just
dealt with it and continued chasing
him. Because it seemed alive.
Because it reacted to its world.
"It’s weird because [the
dinosaurs] are really unique for
FIVE QUESTIONS
SEAMUS BLACKLEY, PROJECT LEADER
ON TRESPASSER, TURNED HIS UNIQUE
VIEWPOINT TO THE NOW LEGENDARY
FIVE QUESTIONS.
game enemies. Because they’re
really not enemies. They just live
on the island. You are the prob-
'lem. Also, because they’re not
pre-animated, they are totally
unpredictable. You might be get-
ting chased and see your pursuer
slip and fall to death, or you might
suddenly look behind you and see
that he found a better path than
you and now he’s in front and
you’re dead!” Blackley said.
About seven species of dinosaurs
contain a bunch of individuals and
tribes, each with their own Al, skin,
and skeleton. They drink, groom,
look around, and, of course, can be
shot. But remember, when the
ammo runs out, that rifle is its own
model, so can be turned around and
used as a club.
Multiplayer capability certainly
won’t be part of the original release,
and will depend on Dreamworks’
nod before work on an add-on
begins. Likewise, there will be no
mission editor. “We use [3D Studio]
MAX, with a ton of custom plug-ins,
scripts, and tools, in addition to a
separate in-game editor, to put the
levels together,” Blackley explained.
“Additionally, when we’re talking
tens of square kilometers, all with
unique terrain textures, 50,000
trees, 10,000 plants, plus buildings,
dinos, foley, rocks, sticks, water,
etc., you’ll have to leave level design
to us, at least for a year or so.”
The design philosophy is remark-
ably sound, the graphics and play
mechanics are realistic and unique.
But in the end, the real key to Tres-
passer is that shooting-up dinosaurs
is all good.
— ROB SMITH uses duct tape for
disturbing and unusual tasks.
DON'T TRESPASS HERE
Going somewhere uninvited always
sounds like a good idea, but we’ve put ('
together a few rases where no ties- ;
passing means no trespassing.
LILITH LAIR
THE DRAW: A gathering of single i j
women may seem like a great plate to ji
meet chicks '
THE REALITY: After listening to 12 ‘ 'M'
hours of songs about how men have 1
done them wrong, the concert-goers . -
are just looking for some stupid guy to
say “hey baby” so they can vent (heir j
aggression through physical violence j
SEN CLUBS
THE DRAW: Wild rampant sex, beaut i- ; V,
fill women, and plenty of girl-on-girl
action
THE REALITY: Mostly old, toothless,
perverted men crowded mound a bed
to watch the lone woman in the club
(who, by the way, has been beaten
unrecognizable by the ugly stick)
NUDIST COLONY
THE DRAW: Naked women, volleyball,
and war ky college high jinks
THE REALITY: Life isn’t like a USA Up
All Night movie. Instead of buxom
blondes you are more likely to find a
60-yeai -old man with .1 beer belly that
isn’t quite large enough to cover what J
needs to be < overed, and his wile who
will live in yom nightmares for years
to come .
THE LOST WORLD
THE DRAW: It’s the sequel to one of
the highest grossing movies in his-
tory, and it’s directed by Steven
Spielberg ; /,-
THE REALITY: A plot that wouldn’t
make the cut as a Roger Corrnan film,
dialogue that makes “Melrose Place”
look like Shakespeare, and the
biggest waste of $8 since O’Doul’s
introduced its 12-pack special
“DO YOU THINK SHE’S CUTE?”
THE DRAW: When your girlfriend asks
the question, she seems calm and has
already noted that the girl is pretty
THE REALITY: There is no right
answer. Say no and you’re a liar. Say
yes and you’ll be on the sofa. This is
one place you don’t want to go
Q: How much was having a female
lead character a decisive factor in
ensuring that you could look at your-
self In first person?
A: Do you mean "Were you trying to
Inspire countless Midwestern teenage
boys to took down at her boobs and
masturbate furiously?” Well, I think we
alt know the answer to that.
Q: And will she ever see her feet?
A: We used to show the feet, but again
there is a BIG difference between a
super-detailed physical simulation and
a fun game.
Q: What’s the most dangerous place
you’ve ever trespassed?
A: My ex-glrlfrlend’s diary.
Q: Who do you most admire In the
industry?
A: Dave Perry. He’s soooo handsome.
Have you seen his website? Seriously? I
admire the consumer. This is a really
exciting time to be a gamer.
Q: On a scale of 1 to 10, how good was
the Lost World movie? Be honest.
A: That’s like when your girlfriend asks
you If she looks fat. It Is a question with
no answer.
73
PC ACCELERATOR September 1998
DEVELOPER’S TRACK RECORD
W
hat will separate
Daikatana from
the first-person
competition this
holiday season, according to high-
profile frontman John Romero, is
its sheer scope. “We’ve got 80
monsters, 30 weapons, 32 full-
sized levels — it’s more than any-
one has put into a game before,”
he explained. “There’s nothing like
it out there.” Whatever you want
to say about Ion Storm, you can’t
deny that it’s ambitious. The
desire to innovate makes the
Daikatana team tick, resulting in a
seemingly interminable develop-
ment cycle, but also one promis-
ing-looking game.
Instead of what he feels is a lack
of variation in enemies and envi-
ronments, Romero believes
Daikatana ' s vast amount of con-
tent will impress gamers. “With
Quake you have the same mon-
sters through all the episodes, the
same weapons — what you got
INFO BOX
DEVELOPER ion Storm
PUBLISHER —> Eidos
RELEASE DATE October
3D SUPPORT Direct3D, OpenGL,
Glide
INTEREST GAUGE
INTERESTED EXCITED AROUSED
THG HYPG
Daikatana sure has a lot going for it —
great storyline, environments, character
design, and new gameplay twists.
THG HURDLG
The competition is stiff, and Romero has
yet to prove that he can make a great
game without Id behind him.
THG HIT
Romero’s understanding of the genre
and the considerable resources behind
the game make this a pretty safe bet.
was different maps, basically,” he
said. “With Daikatana I wanted to
make it so that every time you go
to a new level you should be say-
ing ‘wow, took at all this new
stuff.’” And once you make it out
of an episode, according to
Romero, everything completely
changes. “The only constants are
you, the Daikatana, and your two
sidekicks — it’s almost like you’re
playing four games.”
The sidekicks in question,
Mikiko and Superfly, are one of
Daikatana ' s big selling points. If it
works as planned, it will make the
single-player experience a differ-
ent kind of beast. Not just wing-
men, they will actually drive the
plot forward. They have their own
agendas, and offer up advice and
one-liners from time to time — and
of course, will mow down their
share of enemies. However, Ion
Storm has not yet demonstrated
the sidekicks working, and some
(including the PCXL staff) worry
that the advanced Al required to
make this effective, rather than
annoying, can’t be done.
The sidekicks are just one ele-
ment that Ion Storm hopes will
inject some new life into the first-
person shooter genre. Another is a
system that assigns experience
points to attributes, so you can tai-
lor your character to fit your style
of play in multiplayer games. By
boosting your character’s strength,
for example, you do more damage
with melee weapons as well as
receive more health — and your
character will increase in size. You
will be able to play as any monster,
ranging from a quick rat to a lum-
bering boss, each of which has its
The number of monsters you’ll fight will be balanced for three
good guys, so the difficulty will get jacked up if a sidekick bites it.
Five Questions
PCXL ATTEMPTS TO GET IN THE HEAD
OF ION STORM’S LONG-HAIRED HEAD
HONCHO, JOHN ROMERO.
Q: Describe Id’s John Carmack in
three words.
A Intense, genius, creative
Q: What cost more, Dalkatano or the
Ion Storm offices?
A Daikatana. Well, maybe the offices.
I’m not sure, it’s really close. (Price tag
on the offices: $17 million)
Q: What’s the best deathmatch game
of all time?
A Doom II. It was totally manic, but also
stealthy. I want to make Daikatantfs
deathmatch like that — it’s gonna be the
fastest deathmatch game so far.
Q: Do you consider the word “under-
pants” funny?
A: “Underpants” to me sounds like
something the British would say. I
think “tighty whities” is funny.
Q: Do you think that violent games
encourage real-life violence?
A:: Oh, I’m sure that they can, if who-
ever’s playing the game is mentally
unstable. You can’t stop people from
being weird. The thing is, people were
killing other people long before
videogames — I don’t think
videogames are causing a revolution in
death. I think it’s a healthy outlet.
own attacks and characteristics.
Consider it built-in handicapping.
Attention to detail is this
game’s strength, but its window of
opportunity to make the biggest
impact possible could be closing.
Romero, however, isn’t worried. “I
want people to realize that we’ve
only been in development for 15
months. The whole thing was
planned from the beginning to be
this huge. There’s nothing like this
— the game is so huge and has so
much variety. No one’s doing any-
thing like this.” If gamers agree,
then Ion Storm may finally have its
first big hit.
- ED LEE is PCXL’s official
minority sidekick.
hopes to blow away Quake II.
3
cr
n>
Ancient Greece is one of four environments you’ll visit.
loyal
ATTEMPTS AT POLITICAL
CORRECTNESS: None
in
These Ion Storm thugs aren’t too happy with our Dominion review.
KATO
(sidekick to the Green
Hornet)
ETHNICITY: japanese,
then Filipino
SIGNIFICANCE OF NAME:
japanese, even after
change of ethnicity
PORTRAYED AS: A mas-
ter of martial arts; loyal
ATTEMPTS AT POLITICAL
CORRECTNESS: None
CHEWBACCA
(sidekick to Han Solo)
ETHNICITY: Wookie
SIGNIFICANCE OF NAME:
It means “stupid" in
Wookie (OK, we made
that up)
PORTRAYED AS: Big,
hairy, ill-tempered ... and
loyal
ATTEMPTS AT POLITICAL
CORRECTNESS: Seen
bonding with Ewoks
ui
Free Internet user guide
Bi-monthly newsletter
September 9. 1997
Internet Access Provider
Tired of waiting for your
turn to get on the Internet?
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www.earthlink.net/quitaol/
FOR JUST $19.95 PER MONTH, YOU GET:
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Nationwide access Windows and Mac
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Choice of browsers Email
Go to http://www.pcxl.com/gaming411
©1998 EarthLink Network, Inc. Trademarks are the property of their
respective owners. All rights reserved.
February 8. 1998
Internet Service Provider
EarthLink Network
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ext.
HERE’S YOUR CHANCE TO GET OUT OF AOL FREE.
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Reuieus
Hardcore
To be honest, it was hard for anybody on the PCXL team to review other
games once Unreal showed up in the office. Everything else just paled in
comparison. Luckily, the staff had plenty of excuses to keep playing
Unreal even after the review was done: writing the Strategy section,
researching Internet play for out Online Arena section, testing the Cone
of Tragedy level for the PCXL Disc ... but. hey, we hired some freelancers
to help us out, so no worries.
So, in our premier issue, we’ve got two award winners: Unreal is the
first recipient of our Kilter Game logo, meaning you simply must buy it.
Executive editor Rob Smith's review should convince you if you've been
holding out. Scoring a 9. Unreal ' s not perfect - but it's damn near dose.
In sharp contrast, we also have a Suicide award winner: the unfortu-
nate Redneck Rampage Rides Again. It's not the worst game ever made,
but it's damn near close. Don’t buy it. But read Dan Egger’s review any-
way. because he’s a pretty funny guy.
This month's batch of reviews includes racing games, shooters, space
combat, realtime strategy, and gore. None of ’em could touch Unreal.
and we’re here to tell you why.
Since we focus our cover-
age on fast-paced games,
we don’t get a chance to
review every PC game that
comes out. But in just a few
words, we can tell you
everything you need to
know about the games we
didn’t review and cut out all
the crap.
GAME
INSIGHT I
INDUSTRY GIANT
This is one giant we’d
rather not battle
PRO BASS FISHING
If you’re fishing for a
fun game, don’t get
this
FINAL FANTASY VII
Our fantasies don’t
include anime guys
with spiky hair
THEX-FILES
Here’s the truth: We’d
rather watch TV
UHAT THE NUMBERS MEAN
Flawless. Perfect. Better than that sex dream
with Pamela Andet son and Alyssa Milano ' * -
A true classic. An excellent game
that is well worth the money
A great game, taut may feature a few
minor flaws that are easily overlooked
A good, solid game that lacks the inspiration
or vision of a truly great game
A game that rises above the average due to a
hook in style or gameplay
The definition of mediocrity, this game doesn't
commit any major crime other than being ordinary
A game that doesn’t exactly suck, but probably
won’t hold your interest for long
OK. maybe there's an element of redeeming value
in this game, but it still sucks
Very little of interest, this game is
deeply flawed and should be avoided
Utter crap — don’t even
accept this game for free
KILLER GAME
Any game f hat receives
’ i9 “ K ’ iromoi " ,,s (killer yarne!
orous staring system
warrants this nifty logo., if you
see tire PC ACCELERATOR Kilim Game stamp.
you know H's a game worth buying. Only lire
true classics deserve this elite status, so
donT expect to see this symbol often.
SUICIDE
If we're going to create a stamp
for the truly great, then it’s only
fair to label the unforgivable
shit as well. It takes an shorn
triable score of io( 2 to quality
for the noose around the heck.
Stay away from these games at a
CRITICAL ADD-ONS > >
Whenever a joystick, soundcard, or other computer accoutrement improves a game,
we'll stick a corresponding logo on the review. And if there’s a checkmark next to
the add on logo, the improvement is substantial. We include only those devices
that make the game better; just being compatible isn’t good enough. If you don’t
see the logo, then that particular add-on doesn't do much for the game.
GAMEPAD
FORCE FEEDBACK
ACCtlt-RATtD >
This additional rating provides specific
information on how a game performs on a
variety of competing 3D chipsets. We test
games on up to four major 3D cards and
report back with the true test for any 3D
accelerator: how it affects the game. We
base these ratings on graphic enhance-
ments, ffamerates, and performance to
give you a good idea of how a game will
perform on your 3D card.
(Note: Performance may vary depending on the
card and the setup of vouf system)
RATINGS > >
Our rating scale is a simple 1 to 10 - no ““ u
decimal points, no obscure percentages,
just a straight score that gets right to the
point. Before we score games, they
undergo countless hours of testing on
different systems, with different 3D cards
— our reviewers even play the games
under the influence of various narcotics.
In the end we stamp a single score on the
game, which is essentially a numeric
value of the game’s worth. We love
games and always try to look on the
bright side, but when a pile of steaming
crap comes in we won’t hold back and
won't allow our readers to waste their |||yj
money on said crap. You can count on our j||||
reviews for honesty, insight, and maybe Hi
even a few laughs.
MUlTIPLAyER
JOySTICK
ACCELE-RATED
CHIPSET
f . 1 aIBBMBPjMfc I
1
1
E
3
No significant
The card
This is what 3D
difference
provides solid
cards are all
from software,
enhancements
about. Every
this game and
that make
effect is
card do not
the game more
utilized, and
justify the
immersive and
the smooth
expenditure
enjoyable
framerate
makes a huge
gameplay
difference
GRAPHICS
Rendering quality, framerates, and
special effects all contribute to an
immersive gaming experience.
SOUND
Visceral sound effects and appropri-
ate music can help make a good
game great.
DEPTH
How often you find yourself playing
a game, and how long, are good
indicators of its quality.
DESIGN
RATING ( Pf
* When exactly the adjective “hardcore” made the leap from porn to games is unl<nown
DEVELOPER •••■> Epic MegaGames
PUBLISHER ••••:• GT Interactive
REQUIRED P166, 32MB RAM, 2MB
video card, 100MB hard drive space
IDEAL — y Pll 400, 64MB RAM,
Voodoo 2 (SLI!), 3D audio, 450MB
hard drive space
A creation fitting of the name Epic
MULTIPL.A9ER
E>_
D
ACCELE-RATEO
Unreal is the most graphics-inten-
sive game so far. Voodoo 2 is def-
initely the way to go. Frankly, it’s
just not the same game without a
3D card. It’s playable, but the
cool effects make the investment
worthwhile.
VOODOO 2
VOODOO I
RENDITION V2200
HA
RIVA 128
HA
API SUPPORT -4 3Dfx, Glide
OTHER CARDS SUPPORTED - 5 >
PowerVR
A
dmit it, you weren’t
convinced that
Unreal would ever
come out, were
you? There are lies,
damn lies and release dates, as
Benjamin Disraeli once com-
mented (or was that “statistics”?).
Supposed release dates have been
lost in the annals of time (was it
due a year ago? Two?). But finally,
Epic has delivered to a market-
place ravenous for the taste of a
non -Quake first-person shooter.
And there’s no doubt that Unreal is
designed for those with an
appetite for eye-shattering, ear-
pounding, pulse-exploding action.
Let’s start at the beginning with
what passes for the story. You’re a
prisoner (for an unexplained rea-
son) on a transport trip to a Prison
Moon. It crashes. Everyone dies.
Except you.
Emerging from the wreckage,
you find yourself on a planet inhab-
ited by the Nali, a four-armed,
humanoid, and evidently peaceful
race. Their little slice of utopia has
been shattered by a conquering
race of Skaarj. This reptilian-cum-
humanoid-cum-demonic species
has imprisoned the Nali (like you
care). But the conquerors must
have gotten to this planet some-
how ... like on a ship (now you
care) ... that might just get you off
this hell-hole (now you really care).
And thus, the story. At least it’s an
effort, but in the same way that
people whined about Quake’s lack
of story, and then didn’t care about
Environmental effects include being thrown in the air by the
Titan's stomping.
Quake II’ s, you’ll soon forget this
particular diatribe.
It does manage to serve as an
unobtrusive backdrop to some of
the best-looking, cohesive, and jaw-
droppingly luscious levels yet com-
mitted to a first-person shooter.
Understand: Unreal is a very
good reason to buy a Voodoo
2-based graphics card. The perfor-
mance and, most importantly,
gameplay experience under
Voodoo 2 is excellent — all those
amazingly colored environments
and textures really shine with
depth. The colored lighting is
impressive without going to For-
saken’s gaudy lengths. And the
monsters have details in color and
markings that make you believe
they’re part of a species — higher-
ranking (and so more deadly)
Skaarj Berserkers look subtly dif-
ferent than the basic Skaarj Scout.
But these supermodel looks
don’t come cheap (what super-
model does?). For adequate game-
play (say, 18 to 30 fps), you’re
Environments mix futuristic spaceships and
alien control panels with ...
. the stately, medieval Nali cultural style.
-| UNREAL //
gonna need a P200 with all the
trimmings. Not only is Unreal a
videocard hog, but it’ll give your
brand, spanking new Pll a sweat-
inducing workout. That’s not good.
The honored (and monetarily
loaded) few will smile knowingly at
their less solvent buddies as the
reflective textures, awesome water
rippling details, transparencies,
and particle smoke trails cause
jaws to drop, johnny “my machine
was cutting edge six months ago”
No-Cash will need to spring for the
Voodoo 2 at least to be able to
play in the same company.
An “advanced” configuration
option lets you tweak every set-
ting in minute detail to get the
best performance. Naturally,
messing around with all this stuff
is a complete pain in the ass, but
for the hardcore wanting to scrape
every damn frame out of their
ninja PC, checking the readme file
in detail is worth the effort. Ship-
ping without OpenGL and D3D
support was seriously disappoint-
ing. Naturally, patches are to fol-
low — but just one so far.
Epic also blended a carefully
scripted music score and occa-
sionally terrifying sound effects
into an ear-pleasing package. The
music manages to be suitably
upbeat in one instance, and instill
fear and foreboding the next. As
doors slam and resonate around
you (if 3D audio is part of your
ninja PC setup), winches ^
Getting a cache of weapons is never good, it just means you are about to encounter a vicious boss.
R£UI£
Multiplayer
Unreal ships with 10 original multi-
player levels, supporting anything
from two players (DeathFan) to about
16 in Decki6 or Radikus. The choice of
skins and models is limited, and mas-
sively frustrating in the way that your
choice defaults to the female 1 skin
every new game. Transporting
between levels once the time or frag
limit has been hit sets each player in a
holding cell — neat touch.
Favorite servers can be stored eas-
ily, with shipping options including
play on Mplayer and Heat. Mplayer’s
lobby model is great, using a game
environment to give you access to
West or East Coast servers, and a
simple choice of which level you want
to play. Unfortunately, the gameplay
on all the Internet servers was terri-
ble. Weapons would disappear, or
simply stop working, fatal crashes
would halt games, and with more
than a few people on screen at once,
the lag was dreadful.
This gives you a chance to try out
the Botmatches. After hiring the guy
who created the awesome Quake
ReaperBots, Epic has developed a
pretty effective Al-powered death-
match opponent. Four skill levels are
available, and up to 10 Bots, each indi-
vidually customized, can be added to
any BotGame. Should give you some-
thing to do while all the Internet code
is being fixed.
Try to get a lock on a target
with the eightball launcher for
it to home in. And never, ever
stop running.
Stick with LAN and Botmatch
play until the Internet play
is fixed.
i
Of course, all comers fall in
the presence of PCXL-Blade!
You’ll find him in an online
game ... somewhere.
EH Twenty-two prisoners died attempting escape from Alcatraz (Skaarj were not implicated)
Epic’s other claim to fame is Jazz Jackrabbit |j
IB •
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SB
»
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8 *
58 »
ft m
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_j »
// UNREAL
Told you the level design looked good. And
look for the bookcase switch ...
1
In later levels, Skaarj and
other monsters use armor
(cheaters).
The Editor
So you’ve heard all the hubbub about
Unreal's Super-Duper, Easy-to-use
Level Editor™, but up to now you've
never thought about creating your own
worlds, so what's the big deal? The big
deal is that for the fust time ever, an
elegant and relatively easy to-use game
editor has been shipped with a fully 3D
shooter, allowing every Torn, Dick, and
John Romero to create his own level
with just a little work.
To test out just how simple the editor
Is, we had our resident computer illiter-
ate, Dan Egger, attempt to create a level
on his own. Dan (who has difficulty fig-
uring out how to play Minesweeper)
was able to create several new levels
within three hours, with the help of a
handy tutorial found on www.creat.ive
cariiage.eom. After a day of hard work
he showed oft such classic levels as
Box, BoxWithAHall. and BigEmpty-
RoomWithLotsofGuns, but more impor-
tantly the technologically disadvan-
taged editor had learned the program
enough to quickly create far bigger and
more impressive levels than he ever
thought possible. And trust us, if he can
do it, so can you.
BTW. you'll need outside advice as
Epic isn't supporting the editor with any
of its own docs. Thanks, guys.
Get yourself a job ... poten-
tially. Unofficial docs are avail-
able online to get you started
on your way to level design.
^ screech, monsters growl, and
it’s oh-so easy to be dragged by
your sight and sound senses into
the Nali homeworld.
Creative level design merely
adds to this immersion factor. Early
scripted encounters with the Skaarj
set the tone perfectly. But it’s a real
shame that this kind of event never
happens through the remainder of
the game. Scripted events can’t be
overdone — you need the sense of
being in control — but since this
instance works so effectively, there
should have been more examples.
Although the opening levels are
far too reminiscent of Quake II
(albeit with added wide-open out-
door areas, complete with harm-
less indigenous rabbits gaily going
about their business — until inter-
rupted by your laser blast) things
do improve. There’s still a huge
amount of button pushing, lever
pulling, and switch flipping to be
done — and it really does get
repetitive — but the level style is
varied and inventive enough to
hold your interest. The SunSpire
pinnacle offers an amazing view —
and a tremendous, peaceful free
fall should you step off the edge.
The Nali Haven, resplendent with
Tudor-style wooden buildings, is
excellent (watch for waking the
Skaarj from their slumber). That’s
just to mention two highlights
among the thirty-some levels that
follow a path to the getaway ship.
Caveats: The environment isn’t
interactive in the Duke Nukem 3D
sense — no bullet holes on walls,
scorch marks, breakable lights
(although boxes and crates can,
and should, be destroyed). But
there always seems to be more
than one way to get around, even
if passing certain points requires
specific lever pulls or button
presses. It offers an artificial sense
of openness and nonlinearity —
but a sense, nonetheless.
Then there are the monsters.
Most of them are armed with both
ranged and melee attack options.
The Skaarj themselves are fast and
nimble. And they dodge. Monsters
aren’t supposed to do that. And
unfortunately, while this appears
at first to be a quality monster Al at
work, I suspect a hack. Skaarj (and
others) always seem to dodge your
eightball rounds as soon as they’re
released (not when they’re on their
way, and therefore visible). So the
Al is, in many cases, just a reaction
to your button release — it looks
good, but it’s a hack. That said, the
monsters do follow you anywhere
(and that includes underwater) and
will retreat when hurt (but won’t
collect health packs).
Most of the monsters are also
deaf. Scene: two patrolling Kraal.
Shoot one in the head with the
sniper rifle from a distance. The
other one continues his patrol.
Repeat. Monsters only come to
help their friends when it appears
to have been scripted, rather than
in response to them being slaugh-
tered from a distance.
Does this matter? Probably not.
It’s great to see Skaarj opening ^
X
gMMgBggy,
•r. 1 /
% tt
Zoom in with the sniper rifle
to take the head off an enemy
with one shot. Cool.
And with a steady aim ... pop!
Monster sans head! It’s a chill-
ing, but satisfying, experience.
If only Unreal played as good
as it looks — wait — it does
play as good as it looks!
UNREAL //
Die Pupae scum! Die! Die! Be killed! I hate you little buggers.
^ doors to chase you, but this
can also be a failing — the Al can
be used against the creatures to
set traps for them.
Some of those damn creatures
made me jump even more than the
Doom monsters (oh high praise).
The Pupae scuttle along the floor
before leaping for your throat a la
Alien’s Face Huggers. God, I hate the
little bastards. My first encounter
was a pants-spoiling experience. It
didn’t get much better.
Hiding these creatures in barrels
was a great touch. And in the dark
you need a seventh sense to avoid
their speedy jumps.
Dealing destruction to alien
hordes is always fun. Epic has con-
cocted ten weapons, each with a
secondary fire function that pro-
vides plenty of options. Some of
artwork for the weapons is disap-
pointing (the flak cannon looks too
similar to the minigun, for exam-
ple) and overall the weapons look
and, more importantly, feel like
water pistols compared to the
powerfut effects in Quake II. Cer-
tain functions also work better
against different creature types —
learning which is which fast is a
good way to conserve ammo,
although it’s generally plentiful on
the medium difficulty setting.
Aside from the graphics, the
most notable thing about Unreal is
its size. It’s bloody huge. Early lev-
els are relatively small, giving you
a chance to learn some of the
switch puzzle types that profligate
the later mazes. Others can take
several hours to complete (and
then there’s no guarantee that
you’ll have covered every inch).
You aren’t rewarded for finding
secret areas, but there are many
little places to discover.
You’ll be glad of the size,
despite some repetitive puzzle-
solving styles, as each progressive
environment becomes more inven-
tive and detailed. Finally, it boils
down to one question: Is Unreal
better than Quake IP.
Yes, in single player. But Quake
II multiplayer still rules.
— ROB SMITH spends his free time
looking goth in some rock group.
■ Dead prisoners: not a good sign.
Watch out for the little secrets,
like the theater ad.
GRAPHICS
Best so far, and likely the best until
more Unreal - based games appear.
SOUND
Unreal’s spooky and absorbing
soundtrack does the job perfectly.
DC PTH
It’s a first-person shooter — what do
you expect?
DESIGN
Repetitive concepts don’t dilute the
varied textures and environments.
RATING '-4
Unreal vs. Real
UNREAL REAL I UERDICT
We can whole-
heartedly say
that silicon
STAR WARS WORID WAR II
Killing storm
troopers is
always good
Cheap labor
means lower
prices, and
who doesn’t
want that?
Both these guys
get more action
than we’ll ever
see in our lives
MIEN AUTOPSY IllfGAl MIENS
Look at the screens ...
—> It’s long
— > Challenging enemies
--> Awful Internet play
-■■> High system specs
-■■> Uninspired weapons
III
■m
lie best-selling
advent u r e seRies
eveR is b a c h . Roberta
Williams b r i n g s go u
the bD magic of
King s Quest: Mask
op E t e r n i t u . E)c ploRe the luoRld
n I- I) n v p n r x? n n « ir q n p v p p
it. Seven ui o r l d s , t h r e e
dimensions, one inde^c Rib able
adventuRe.
Coming
this pall
0 Sierra
STUDIOS
All images are actual gameplay.
©1998 Sierra On-Line, Inc. ® and/or ™ designate trademarks
of, or licensed to Sierra On-Line, Inc., Bellevue, WA 98007.
All rights reserved.
The strategy mode is a nice
break from the shooting, but
adds little to the game.
ing to the overall product. The real
depth is the staggering number of
ground attack, station defense, and
airborne vehicles that players con-
trol as the game progresses, all of
which make Incoming feel like sev-
eral action games in one.
As a throwback to classic arcade
games like Missile Command and
as a showpiece of the power of 3D
accelerators, Incoming is right on
the mark. It’s about one thing and
one thing alone: blowing stuff up.
Anyone hoping for more is probably
reading the wrong magazine.
-DAN EGGER had a small
cameo in The Rock as the
“neat” hairdresser.
R&yiE
DEVELOPER •••$• Rage
PUBLISHER -;> Rage
REQUIRED •••:<• P133, 16MB RAM,
3D card, 220MB hard drive space
IDEAL •••*• P200, 32MB RAM,
3D sound system, Voodoo 2 card
The only thing missing is Nicolas Cage
MULTIF'CABER
FORCE FEEDBACK
ACCELE-RATED
Incoming was built to support
nearly every conceivable 3D accel-
erator on the market. It even takes
advantage of the individual APIs
for chipsets such as 3Dfx and
PowerVR. It’s the computer game
equivalent of an IMAX movie.
VOODOO 2
1 2
3
VOODOO 1
1
3
RENDITION V2200
RIVA 128
API SUPPORT -4 Glide, DirectX 5.0
OTHER CARDS SUPPORTED
Supports almost every 3D card
learly. Incoming
would be a Jerry
Bruckheimer film if it
were made into a
movie. This prolific
producer exploited a successful
movie-making formula of loud
music, exciting visuals, and mini-
mal plot — which seems tailor-
made for action games like Incom-
ing. This title’s sound is incredible,
its 3D accelerated graphics amaz-
ing, and its storyline never gets in
the way of things blowing up. The
pure adrenaline rush in Incoming
is as exhilarating as being the fea-
tured driver on this week’s
episode of “The World’s Most
Dangerous Police Chases,” and it
lasts over 65 individual missions
that span six eye-popping locales.
Like the typical Bruckheimer
film, Incoming is lacking in a few
vital areas that will frustrate those
wanting strategic depth in their
shooters. Control, for instance, is
simple and intuitive, but not as
responsive as an arcade shooter
should be. Almost everything a
player can learn is mastered in the
first 20 minutes. The game includes
strategy elements, such as levels in
which players control their base
defenses in a realtime, top-down
mode, but like romance subplots in
a good action film, they mean noth-
in land, sea, or air vehicles you can roam through the
game’s gorgeous terrain and destroy everything in sight.
Coming Soon?
CON AIR [1997]
GAME CONCEPT:
It’s “smack the
wacko” as players
fight for their lives
on a criminal trans-
port aircraft full of
the baddest bad
guys this side of
the Philadelphia
76’ers
VERDICT: Nut
cases + guns =
good game
DANGEROUS MINDS
[1995]
GAME CONCEPT:
Who gets
whacked? Players
must choose from a
bunch of lovable
but troubled teens
to see which one
dies, so the others
can learn a valu-
able lesson
VERDICT: Lousy
game material
here, but the
thought of a fully
polygonal Michelle
Pfieffer is intriguing
GRAPHICS
The best explosions in the business.
SOUND
Booming special effects and an ear-
pounding soundtrack.
DEPTH
Shakespeare didn’t write this plot.
DESIGN
A straightforward arcade shooter,
pure and simple.
RATING
0
luses
--> Most 3D accelerators supported
-> Beautiful graphics and sound
-■•> Explosions ... lots of ’em
Minuses
Not much behind basic concept
~> Control is a little sloppy
~> Strategy mode feels underdone
DEVELOPER •••* Ingames Interactive
PUBLISHER ••••:• SegaSoft
REQUIRED P133, 16MB RAM,
2MB video card, 3D card, 66MB hard
drive space
IDEAL •••■> P200, 32MB RAM,
Voodoo 2 card
Exceedingly bloody, surprisingly tasty
ACCGLG-RATGD
Either way, this game isn’t going
to win any awards for its graphics
or speed, but without a 3D accel-
erator, it’s pretty unplayable.
voodoo a
VOODOO I
rgndition vaaoo
RIVA IE8
API SUPPORT -> Direct3D
OTHER CARDS SUPPORTED Ma-
trox Mystique, Matrox M3D
Flesh Gaters
1972 URUGUAYAN
RUGBY If AM
After their plane
crashed in the
Andes, survivors
went weeks without
food and were forced
to eat their friends
or starve
JEFFREY DAHMER
Convicted in the
deaths of 17 young
men and boys whose
bodies he mutilated
and cannibalized.
Dahmer was beaten
to death by a fellow
prison inmate in
1994 and died with a
mop handle sticking
out of his eye socket
ALEXANDER MASLICH
While on death row in
Russia for murder, ate
a fellow inmate’s
internal organs. He
tried to make soup out
of second victim’s
liver, but failed
MIKE TYSON
Disqualified at the
end of the third round
of the 1997 WBA
Heavyweight Champi-
onship for biting off a
chunk of Evander
Holyfield’s ear
espite its pathetic
graphics. Flesh
Feast is actually a
fairly fun strategic
action game.
Granted, much of the game’s fun
comes from mercilessly slaughter-
ing zombies with 30+ weapons
ranging from human limbs to
shovels to chain saws to uzis. But
beyond saving your brain from
becoming zombie lunch you must
also use it to finish each of the
fourteen levels of a zombie-
infested island while keeping
yourself and fellow humans alive.
In each area, you’ve got to figure
out how to escape, which involves
stuff like breaking open fences with
crowbars, bombing obstacles, find-
ing swipe cards, and fixing switches.
Along the way you encounter multi-
tudes of zombies, intent on eating
you — and the other humans —
alive. You can’t carry an infinite
number of objects, so you might
need to drop a weapon or ammo to
pick up an object that helps solve a
puzzle, adding another level of strat-
egy to your gathering.
Navigation is made easy with an
onscreen map that helps you
locate weapons and other
humans. Two modes of movement
allow you to either strategically
Just another typical Monday
morning at LAX ...
direct up to four characters in real-
time (which may well be impossi-
ble), or fully control the actions of
a single character. Or you can
switch back and forth, using Direct
mode for your killings and Strate-
gic mode to plan broader tactics.
Unlike most action games, Flesh
Feast is actually less fun in multi-
ptayer mode. You can play death-
match-style against up to seven
others, or play one-on-one
humans vs. zombies — but good
luck finding someone who wants
to play as the slow-moving,
weaponless zombies.
In terms of gore, Flesh Feast is
more amusing than stomach-turn-
ing, and is most graphic in ani-
mated sequences between levels.
The zombies’ only weapon is their
ability to sink their teeth into you
with a healthy chomp, but like a
So the blood looks like con-
fetti — you get the idea.
scene from Night of the Living
Dead, they can swarm upon you if
you’re not paying attention.
Delightful details accompany each
kill; for example, you can slice up a
zombie with a chain saw and the
upper torso may inch over to you
on its arms to latch onto your legs.
Touches like this make Flesh Feast
more fun than a typical strategy
game — as well as an entertaining
action game.
- CARRIE SHEPHERD hasaper-
haps-unhealthy love of morbidity.
GRAPHICS
Lame minimal-detail terrain is bal-
anced by gory details in the killings.
SOUND
Music gets monotonous quickly, but
the noshing flesh-eating noise is cool.
DGPTH
Keeping other humans alive white
plotting escape keeps it challenging.
You can trick zombies to fall in the water and drown, but it’s more
fun to kill them with diverse weapons.
-4 Multi-character control is difficult
~~> Characters move slowly
■— > Not just mindless killing
85
At his mother’s request, Dahmer’s brain was preserved in formaldehyde for future study
FORCE FEEDBACK
MULTiPiftyeR
ACCELE-RATED
GRAPHICS
SOUND
DEPTH
DESIGN
The Demon clan’s cruiser is
quite a sight.
Check six, pilot, and other
such aeronautical jargon.
The detail isn’t there, or the framerate, but the software version
still plays pretty well.
RENDITION V2200
RIVA 128
API SUPPORT— > Direct3D, Glide
OTHER CARDS SUPPORTED—}
Any 3D card
new features, giving you time to
practice. The missions themselves
follow the familiar course of
patrols, escort, and bombing runs,
interspersed with more cerebral
piloting challenges where if you
fire, you’re toast, but succeed and
the branching mission structure
takes a turn for the better. This
nonlinearity is welcome, but you’re
likely to end up just replaying a
mission until all objectives are
complete, and then continuing.
All very familiar. But the graphic
detail under 3D acceleration is
excellent. The explosions are big
and colorful, the realtime video,
sound effects, and voices of wing-
men and commanders are clear
and instructive. A challenging Al
makes it tough, so it’s good that
the controls, while expansive, are
also quickly mastered.
Multiplayer campaigns on Par-
allax Online are easy to access
(although lag is certainly a prob-
lematic issue). The FRED mission
editor is effective, but would have
been better with docs (although
the online help clearly goes
through all the elements of setting
mission objectives, backgrounds,
wing formations, and waypoints).
A patch fixed problems that I did-
n’t encounter in the first place.
Aside from that familiarity, there’s
nothing wrong with Freespace at all
and the multiplayer game is likely to
keep me coming back.
— ROB SMITH wants to find out
if in space, anyone can hear
him scream.
Detailed capital ships and great
explosions are highlights.
Clear, crisp, and informative voices
make a refreshing change.
Enough fun to make you want to
finish, despite the repetition.
No surprise that Voodoo 2 perfor-
mance topped the charts. The
Glide-powered visuals have that
smooth quality to the explosions,
and a well-detailed edge to the
ships. Occasional choppy scenes
during hectic dogfights were dis-
appointing on the Riva, but the in-
game software rendering gives the
effects an effective pixelated look.
VOODOO 2
Space has been filled with impressive
ships, but not much originality.
•} Action is frenetic
•} Campaign-style multiplayer
— > Big explosions
Minuses
•••> Seen it before
~7 Significant lag issues
--> Repetitive mission styles
DEVELOPER •••<• Volition
PUBLISHER •••>• Interplay
REQUIRED •••>• P166, 32MB RAM, 8X
CD-ROM, 210MB hard drive space
IDEAL •'}■ Pll 233, 48MB RAM, 16X CD-
ROM, Voodoo-based accelerator, force
feedback joystick
Descent
A taster to get the juices flowing before Descent 3
escent without the
walls. There ya go.
That pretty much
sums up Volition’s
foray outside the
confines of the claustrophobic
mines that have made the Descent
franchise amazingly popular.
With MicroProse’s franchise-
extendingX-CO/W: Interceptor
(reviewed this issue) also hitting
shelves, as well as Accolade’s
StarCon, Bethesda’s so-oft-
delayed-it’s-pathetic Tenth Planet,
and Interplay’s own Parallax-
developed Descents in the offing,
competition for the dark skies
(with nicely colored nebulas) of
space is fierce. But Freespace suc-
ceeds in many ways, most satisfy-
ingly in the method in which it
maintains the fun factor without
seeming repetitive. Which it kinda
is, if you look closely.
So you’re a Terran trainee pilot,
fighting in a war against the Vasu-
dans. Then the Vasudans are
attacked by a new, all-conquering
race named the Shivans. The Ter-
rans band together with the Vasu-
dans, thus sharing technology and
offering up new weapons and
ships to fire and fly. Toward the
end (and without spoiling things) a
fourth ancient civilization comes
into play before a final confronta-
tion staves off the Shivan threat to
good ol’ planet Earth. The end.
This plot is played out over the
two-CD set through some
extremely well-animated cut
scenes. The quality dips when the
setting gets a bit too 2001 on you,
with a bunch of touchy-feely “in
the beginning things were good,
and then the bad guys came and it
wasn’t good any more” scenes.
Piloting one of four fighters and
three bombers, each with signifi-
cantly different handling styles,
strengths, and weaknesses, equip-
ping your wing (of up to three other
wingmen) and arming them with a
selection of the lasers, subsystem
disruptors, and missiles is the
familiar core of this type of shooter.
Complex heads-up displays can
be a turnoff, but training introduces
RATING
1
|
PIUS€S
DEVELOPER •••* Terminal Reality
PUBLISHER — * Microsoft
REQUIRED •••<• P133, 16MB RAM,
30MB hard drive space
IDEAL -4 Pll 333, 64MB RAM,
Microsoft Sidewinder Force Feedback
Pro, 3D card
Monster Truck
Madness £
More Madness
MAO COW DISEASE
VICTIM: British
Quarter Pounder
eaters
CAUSE: Eating
beef infected
with the Mad Cow vims
Monster trucks without crushed metal are like a hot date — with your sister
FORCE FEEDBACK
ACCELE-RATeD
In perhaps a deliberately engi-
neered ploy, the native Glide sup-
port in this game doesn’t clearly
outshine the Direct3D incarnation.
The 3Dfx version’s colors have that
low-contrast, washed-out look it’s
becoming known for, but it still
gets a nod because of the notice-
able increase in framerate.
VOODOO 2
VOODOO
=4
RENDITION V2200
RIVA 128
API SUPPORT Direct3D, Glide
OTHER CARDS SUPPORTED •••'■
PowerVR, Matrox, Intel i/40, ATI
lowing through mud
and gravel, over hills
and through
streams, demolish-
ing everyone and
everything in your path: That’s
what monster trucks are all about.
Unfortunately, that’s not what
Monster Truck Madness 2 is all
about. It seems developer Termi-
nal Reality couldn’t decide whether
to make MTM2 an arcade racer or
a sim — it’s not a good example of
either genre. This insanely fun con-
cept somehow resulted in a game
that’s just not that fun.
On the positive side, the graph-
ics, particularly the trucks them-
selves, are solid, and there are
plenty of camera angles to view
the action from. The game makes
things easy with a simple interface
and control scheme, as well as
plenty of configuration options —
typical of a Microsoft product.
Unfortunately, the physics
engine is just wrong. Granted,
monster trucks perform differently
than other vehicles due to their
huge wheels and high center of
gravity, but when trucks with
wheels the size of Rhode island
are floating gently in the breeze,
you’ve got a problem.
The track design is also a real
shortcoming: The 11 generic off-
road courses offer little or no
excitement; there really isn’t any-
Monster tracks and professional wrestling -
himself on the back for this one.
someone’s slapping
Multiplayer adds its own twist to
the whole racing thing, with three
king of the hill arenas where points
are scored by staying on top and by
knocking your opponents off the
edge. But even this option isn’t
enough to keep MTM2 from collect-
ing dust on your shelf before long.
Monster trucks aren’t just your
run-of-the-mill off-road vehicles,
they’re monster trucks — they’re
GRAPHICS
Solid, but nothing spectacular — just
overwhelmingly OK.
SOUND
Convincing; ambient sounds are
particularly well done.
DEPTH
Lack of variety in tracks, multiplayer
fails to excite.
SYMPTOMS: Loss of vision, nausea
CURE: None
BASKET8AU MADNESS
VICTIM: Latrell Sprewell
CAUSE: Playing for the Golden
State Warriors
SYMPTOM: An uncontrollable urge
to choke P.j. Cartesimo
CURE: A killer jump shot, and a
good lawyer
REEFED MADNESS
VICTIM: Troubled youth
CAUSE: The evil plant, reefer
SYMPTOMS: Voracious appetite,
loss of memory, virginity
CURE: Institutionalization
MIDNIGHT MADNESS
VICTIM: Those on their way back
from a Monster Truck rally
CAUSE: A late-night sale at Kmart
SYMPTOM: Slack-jawed fascination
with Beanie Babies
CURE: Grab victim by shoulders,
shake until a nosebleed occurs
thing here uniquely suited to mon-
ster trucks. Without steep hills to
climb and Honda Accords to crush
under your massive wheels, the
game gets old real fast. Mud and
violent crashes — the two corner-
stones of monster truck racing —
are decidedly low-key.
exaggerated, they’re over-the-top.
Terminal Reality failed to take
advantage of this, and made a
game that’s unfocused, tame, and
just not as fun as it should be.
— ED LEE lives in his own mad,
mad, mad, mad world.
DESIGN
Tries to be both arcade and sim racer,
ends up being neither.
-4 The trucks look pretty good
-4 Lots of options
— > Force feedback’s a winner
Minuses
A bit more madness could
have saved this monstrosity.
Outta my way, there’s a sale
on Red Man at Wal-Mart!
-4 Generic track design
~4 Feels too tame
■■-> Floaty physics
Other names for marijuana; reefer, chronic, Mary Jane, hash, bud, spliff, dope, skunk
DEVELOPER •••*• FASA Interactive
PUBLISHER •••;> MicroProse
REQUIRED P133, 16MB RAM, 4X
CD-ROM, 150MB hard drive space
IDEAL •••$• P166, 32MB RAM, 6X
CD-ROM, 550MB hard drive space
A stomping good time ... in realtime
ACCGL6-RATGD
Though it doesn’t support 3D
accelerator cards, MechComman-
der still manages to be a great
game — in 2D!
D t’s been said that the devil
is in the details. But when
FASA Interactive was creat-
ing MechCommander, his
infernal highness must
have been off interviewing Phil
Flartman’s wife or something. The
details that define this synthesis
Giant Robots
These robots from the big screen did-
n’t need to be grouped into clans to
take on the scum of the earth; they
managed to do it single-handedly.
Here are a few characters who didn’t
need no stinkin’ clan, or a comman-
der, to get the job done.
EB209
VENUE: Robocop
WEAPON OF CHOICE: Twin Gatling
guns
PURPOSE: Ronnie Cox’s answer to
Old Detroit’s crime problem
RESPONDS TO: Nothing, apparently.
Shoots junior exec, (so it wasn’t a
total loss)
GDRT
VENUE: The Day the Earth Stood Still
WEAPON OF CHOICE: Laser beam
PURPOSE: Sidekick to Klaatu, an
alien who visits Earth with a message
of friendship (and gets shot for his
trouble). Melts Earth’s puny weapons
RESPONDS TO: “Klaatu borada
nikto” (among other things)
GIGANTOR
VENUE: Cartoon of the same name
WEAPON OF CHOICE: Er, we’ll get
back to you on that. (Methinks it was
mainly his steel fists!)
PURPOSE: “Ready to fight for right
against wrong”
RESPONDS TO: Remote control (used
by 12-year-old jimmy Sparks)
of MechWarrior and realtime strat-
egy are perfectly heavenly.
MechCommander finds you tak-
ing part in a campaign to wrest the
planet Port Arthur from Clan
Smoke Jaguar. You’re assigned to
shepherd up to 12 giant mechs or
support vehicles — split in as
many as three squads — through
30 disparate missions set in a
zoomable isometric game world.
MicroProse’s first attempt at the
RTS thang, the non-BattleTech yth
Legion, had units that looked very
like mechs and some similar con-
cepts (like units gaining experience).
These days, the appearance of each
new 2D realtime strategy game sets
off warnings of imminent projectile
vomiting in my diaphragm. But, right
now, I can’t imagine putting Mech-
Commander down.
There’s no construction and
none of the conventional RTS
resource gathering. In truth, it
feels almost like a role-playing
game — a sense only reinforced
by the post-mission advances in
the four abilities of your surviving
MechCommander has two views for combat. The zoomed-out
one has the advantage of offering The Big Picture.
Artillery is one of the nice little toys you’ll get to use in MechCom-
mander. Here, alas, it’s being used against you to knock out a bridge.
MechWarriors and by the sensible
assessment of what constitutes
success. If you can’t fulfill a pri-
mary goal, you’ll have to play the
mission over, but you can blow off
the secondary ones and move on.
The interface is so intuitive that
I wound up using the well-pre-
sented 192-page manual only to
address specific questions.
The detail that’s been lavished
on MechCommander is extroardi-
nary. The mission designers have
built the game for strategy, and
artfully avoided the trap to which
so many RTSs succumb — the cre-
ation of virtual gauntlets with lim-
ited options for their resolution.
The mission briefings are deep and
intelligent. The graphics appear
tile-based, but they’re artful. (Dig
the working cranes and the way
trucks beneath them bounce on
their suspension when loaded.)
You’ll find, delightfully, that your
mechs leave footprints behind
them — footprints spread out
when said mech has been hauling
ass — I just wish they’d also
included a furrow behind those
mechs dragging a damaged leg.
It’s just a shame that the Al isn’t
a little better. Now, it’s not bad: I
found damaged units retreating
(or doing a persuasive imitation
thereoO, and, in one mission,
enemy patrols that spotted my
units hightailed it back to their
base and alerted their fellows.
(The whole concept of units “talk-
ing” to one another is a nice
touch.) But, at the same time, a
smart soldier doesn’t simply make
a beeline for his intended target,
advance unsupported against visi-
bly superior forces, or keep on
walking through a minefield when
he discovers he’s in one.
Except me. This is one glorious
minefield that I’m going to see all
the way to the other side.
- MechWarrior PETER OLAFSON
doesn’t even have a driver’s
license.
GRAPHICS
Nicely done — especially when
zoomed-in.
SOUND
Solid. It tells you just what you need
to know.
DGPTH
I can see playing this game alt the
way to the end.
DG5IGN
it looks tike a realtime strategy game,
but, in places, plays more like an RP6.
RATING
Pluses
•> Rich detail in the design
* Intuitive interface
> Open structure to missions
Minuses
-■> Ai is OK, but not brilliant
-> Graphics are fine, but slightly broad
■-> Not enough minuses in the game
DEVELOPER •••$■ Xatrix
PUBLISHER ••••:• Id/Activision
REQUIRED •••>• Full version of Quake,
P90, 16MB RAM, 100MB hard drive
space
IDEAL •* Pll 400, 128MB RAM, Voo-
doo 2 card, Ti line (Rob’s machine ...
hmm, no wonder he always wins)
Quake II Mission Pack:
The Reckoning
Hidety ho, neighbor! Eat it,
Flanders.
GRAPHICS
SOUND
RATING
The Arsenal
Screw everything
else, where are the
new guns?
THE PHALANX GUN
Best described as
a double-barreled
rocket launcher. Use-
less in close
combat due to its
slow rate of fire plus
collateral damage,
but good for medium-
range engagements
THE IONRIPPER •••*
Very similar to
UnreaVs razorjack.
Both fire small glow-
ing projectiles that
bounce off walls.
Great up close;
somewhat less effec-
tive at longer range
THE TRAP *4 Throw
it down somewhere,
preferably in the path
of a pursuing foe, and
it sucks ’em in and
spits out a tasty food
cube so health!
RENDITION V2200
■{»»" " 1
RIVA 128
API SUPPORT -4 OpenGL
OTHER CARDS SUPPORTED •
Matrox, Intel i740
•••> Version 3.15’s a winner
Steep difficulty level
-■> Phalanx gun’s a nice addition
O
Minuses
-■■■> lonripper looks familiar
-■■> Graphics a little hard on the eyes
-if Some missions too confusing
0
Pluses
come addition is autodownload
support, or being able to grab
everything you don’t have — skins,
models, sounds, maps — when you
connect to a server. You now have
more control over your jumps when
in the air, and momentum will keep
you going in the direction of your
jump, allowing for longer leaps and
less frustration. Weapon models
show what hardware your enemies
are toting around — nice for those
rocket launcher vs. blaster con-
frontations. And what do all the
above have in common? They come
standard on Unreal. Hmmm.
The 18 new single-player mis-
sions are definitely jacked up in
difficulty. To make up for it, they
don’t waste much time giving you
the big guns. Although well-
designed overall, there is a fair
amount of backtracking in the lev-
els themselves, and just a huge
amount of switch-pushing/door-
opening puzzles that grate on the
nerves. Along the way, you’ll be
gibbing up new enemies including
the annoying Gekk, which remind
me of fleas on crack.
The pack also ships with seven
multiplayer maps, which are well
designed if on the large and
The phalanx gun and God mode make a great combo.
New weapons splitting flesh are
pretty awesome.
There are a good number of maps,
and new weapons are always good
•IMsl
Good attention to detail that will pro
long your Quake II experience.
The only truly new enemy,
the acid-spitting Gekk, gets
ion-ripped a new one.
sprawling side — you won’t be
wanting to do any one-on-one in
these. It can’t be denied that
Quake II still has a visceral, gritty
satisfaction that just can’t be
touched by any game, and with
the mission pack as well as the
3.15 point release, you’ll be busy
rediscovering the magic. •jp
There are some new textures, but
they’re still brown.
— ED LEE has never actually seen
a flea on crack.
The best looking game on two wheels
MULTIPLAaep
ACCELE-RATED
Voodoo 2 running OpenGL has
become the standard high-water
mark for Quake II performance,
with its sweet framerate and excel-
lent special effects. Other cards we
tested did not perform as well
under this API.
VOODOO 2
VOODOO I
D t’s been nine months since
Quake II was released, and
finally, the Godzilla of first-
person shooters gets an
expansion pack. The Reck-
oning’s arrival — on the heels of
Unreal, the first serious threat to
the Quake throne — is just in time
to remind players that Quake II and
Id are far from dead. Since its timing
coincides with Id’s 3.15 point
release, which brings a whole slew
of improvements, it’s quite clear
that this is a direct response to
Unreal — until Quake Arena is
ready. Those clever little marketers.
Installing this sucker automati-
cally updates you to 3.15, if you
don’t have it already. The most wel-
Quake II names used by PCXL: PhilHartman, Blade, Q! Stick, Fishdog, Buster, Slash, Spankzilla
COMPUTER
GAMES
STRATEGY PLUS
GAMES
A List
Sanitarium is a triumph . Irresistably
compelling. Deeply metaphorical
Through its deft juggling of mood and story.
Sanitarium creates one of the most
compelling, involoving adventures to grace a hard
drive in a long time
crame
‘Sanitarium is easily the most
disturbing computer game oF 1998
-PC Game
If “Jacob s Ladder was reality squared
Sanitarium is reality cubed”
The iirst adventure game where your
emotions play with your intelligence
A Shockingly
ADVENTURE
Go to http://www.pcxl.com/gaming411
Windows 1 ? 1 95
i-J RLA/Vl rOiyCjt
Download demo at wv,
Sanitariuro m is a trademark at American Softworks Corporation. ©BetaSott Games Joint Venture No. 1 ©1997 Adolf Woessner. ASC Games"" is a trademark ot American Softworks
Corporation.® 1998, Sanitarium is developed by DreamForge Intertainment. Inc, Windows 95 is a registered trademark ol Miciosoft Corporation. The ratings icon is a trademark ol tire Interactive
Digital Software Association. AH rights reserved
The alien autopsy video is a fake, and a poorly done one ai
V. .^...1'-..
Bookkeepers invade space. Alien greys succumb to interplanetary audit
GRAPHICS
SOUND
DC PTH
DESIGN
Discount your rudder by 5%,
increase your ascent markup
by 10%, then amortize your
velocity over the next 30 clicks.
All right. That’s the end of it.
Those Tribbles have to go.
Look at the mess they made in
the food processor.
Almost every resource manage-
ment activity that has ever been in
a space flight sim has been
wedged into Interceptor. Unfortu-
nately, the slow pace and attention
to every detail make the game
colder than a popsicle on Pluto.
You have to ask: Do would-be
bookkeepers want to fly combat?
Do cockpit studs want to add num-
bers? Did anybody think about
play consistency in this game?
The realtime flight episodes
raise the energy level mightily.
However, the emphasis on instru-
ment flight (probably a reality in
the expanse of space) distances
combat from the intense action of
Star Wars, which is almost every
gamer’s model for space combat.
Space flight also feels oddly two-
dimensional in this 3D universe.
Graphics and sound are ade-
quate. The 3D acceleration adds
framerate but does little to the
game’s textures and lighting
effects, mainly because you’re
rarely close enough to another ship
to appreciate them. Directional
sound effects aid navigation,
though not as much as the arrows
and targets that help clutter an
already messy heads-up display.
Multiplayer games are hosted
by one player on a LAN (up to
eight players) or the Internet (two,
maybe more). We’re basically talk-
ing dogfight here, though LAN
players can choose to fight in
teams. Internet play is fairly fluid,
but the limited number of players
and options make it a far inferior
experience to real action games.
MicroProse apparently sees the
X-COM series as epic fiction rather
than a characteristic game design.
And with the next title in the series
falling right in the first-person
shooter category, this trend is con-
tinuing. However, since it’s backed
by the Unreal engine, it may fare
much better than Interceptor,
which is strictly lost in space.
- BOB LINDSTROM finds
accounting and space combat to
both be based in fiction.
You’re not going to get any Voodoo 2
eye burn.
Very effective use of wingman-spoken
dialogue and strong audio panning.
If you love ordering office supplies,
you’ll be a short flight from heaven.
Acceie-RATeD
Interceptor’s graphics are attrac-
tive, but not overloaded with
close-up lighting effects. Any rea-
sonable accelerator should be
capable of achieving a solid
framerate. And putting a Voodoo
2 to this task is like hammering a
thumbtack with a pneumatic drill.
*8
I love the smell of ink-soaked ledgers in the morning. Smells like
... fiscal responsibility.
•> Plenty to do
■--> Internet/LAN play options
■> Good flight physics model
Minuses
-4 Orgasmic fun for spreadsheet lovers
—> Schizoid action/books split
•> Lacks action-game immediacy
<0
Don't try to figure out what
this is, just shoot that
damn thing!
—
For a space combat game,
X-COM could use some
work on the action aspect.
DEVELOPER •••❖ MicroProse
PUBLISHER * MicroProse
REQUIRED •••>• P133 with 3D card OR
P166 without 3D card, 16MB RAM,
85MB hard drive space, sound card
IDEAL •••* P200, 32MB RAM, 265MB
hard drive space, Direct3D accelerator
card
ould this be the first
computer game intro
to open onto a lumpy
mass that looks like
an overused cat box?
Nope, sorry. As the simulated
microcamera zooms back, we real-
ize we’ve just been shown an alien
autopsy at the molecular level.
Strategy gamers loved the ele-
gant mix of resource management
and turn-based, tactical combat
(not to mention the cattle mutila-
tions and autopsies) in X-COM: UFO
Defense. Purists gasped when the
third chapter , X-COM: Apocalypse,
punched up the turn-based play
with fashionable realtime strategy.
X-COM: Interceptor drifts farther
yet. Now your number-crunching
bottom is plopped into the midst of
realtime flight combat action. And
rather than treat players to well-bal-
anced resource management, Inter-
ceptor's strategic phases require
you to micromanage every detail of
interplanetary commerce and
defense. You’re like a bookkeeper
who got lost on the way to the
Arthur Anderson offices. Way lost.
But baby, oh baby! This is a
ledger jockey’s dream. You get to
order weapons and supplies and
combat vessels. Build and equip
new bases. Hire, train, and transfer
personnel. Request technology.
Haven’t we seen this somewhere before?
ACCGL€-RAT€D
Dominion: Storm Over Gift 3 does
not support hardware accelera-
tion, but owning a fast video card
and a Pentium II CPU will help get
rid of the choppy animation expe-
rienced on slower machines.
et’s face it — the real-
time strategy genre has
been completely satu-
rated for over a year
now, so any new RTS
game should have something damn
special if you’re going to shell out
50 bucks for it. Blizzard’s StarCraft
and Bungie’s Myth: The Fallen Lords
proved that a dab of compelling
gameplay and a hint of originality is
still possible, but the majority of RTS
games on store shelves are mere
clones, determined to cash in on
Better Off With ...
Dominion isn't a bad RTS game, but
several games that came before it are
better playing, better looking, and
just plain better.
TOTfll ANN1HIIATIQN
THE HOOK: First true 3D RTS game
WHY IT’S BETTER; Good balance, great
graphics, and use of 3D for gameplay
STARCBAH
THE HOOK: Three unique races
WHY IT’S BETTER: Blizzard’s classic
gameplay and a host of unique
weapons
COMMAND 6 CONQUER RID AlIRT
THE HOOK: Mammoth tanks. Tanyas,
and dictator fantasies realized
WHY IT’S BETTER: The latest in the
C&C series offers everything an RTS
game should have
this prolonged craze.
So where does Dominion: Storm
Over Gift 3 fit in? Although Ion
Storm’s highly anticipated first
release is a polished package, it
doesn’t bring anything unique to
the table or advance the genre.
In Dominion, four races are com-
peting to locate a powerful ancient
artifact hidden on the third planet of
the Gift system. The finder of this
Messiah Device is rewarded with
unlimited control over the galaxy.
Good enough reason for a war?
You choose what race to play —
the Humans, Darkens, Mercs, or
the Scorps — but unlike in Star-
Craft, all sides play relatively the
As with most RTS games, there are multiple environments such
as large grasslands, lava-filled wastelands, and barren deserts.
same. Sure, Merc units are more
expensive and Darkens have slower
unit build times, but I failed to
notice any concrete gameplay dif-
ferences. Ail structures, personnel,
and vehicles are the same for each
side, too, with the exception of the
Level 2 Multipeds — heavily
armored personnel carriers. A
handy fold-out card teaches you
what is required for unit, structure,
personnel, infrastructure, and vehi-
cle production or upgrades — but
we’ve seen this before.
When it comes to unit production,
Dominion features a few nice
touches, such as the ability to set
the number of units to produce
(from one to nine or infinity), and if
you have the required resources,
you can build units, buildings, or
vehicles simultaneously, without
having to wait for other construction
to be completed — which we’ve also
seen before. With a right-mouse
click, each unit is capable of a num-
ber of behaviors, including kneel,
crawl, retreat, scatter, guard, show
range, and so forth.
The structures are neat as well,
with Umbilicals to distribute power,
various Telepads to send units
around the map, and bridge con-
struction (and destruction) being
an essential part of gameplay.
Dominion supports up to eight
players (two colors per race),
playable over a LAN or over
Mplayer.com for free. There is also
custom-made TCP/IP client soft-
ware to look for, such as
StormWatcher at www.stormtroop
ers.com/dominion/stormwatcher .
It was hard to find many Dominion
players on either Mplayer.com or
StormWatcher, but it was only the
first week of the game’s release. I
did manage to engage in a two-
player campaign over
Mplayer.com, and although it
proved to be easy to set up and
fairly lag-free, there’s just nothing
spectacular about it.
Despite a few commendable fea-
tures, there’s not enough to warrant
Dominion’s purchase with so many
other solid RTS titles out there —
such as StarCraft and Total Annihila-
Dominion’s high-res graphics
are best on a large monitor.
tion. Hardcore gamers may enjoy it
for its level of complexity, but for a
game so long in development,
Dominion is a letdown for those
looking for the next big thing.
- MARC SALTZMAN is the master
of his own Dominion.
GRAPHICS
Dominion's graphics are simply
mediocre.
SOUND
Sound effects are crisp and audible,
but don’t expect a killer soundtrack.
DC PTH
Without an interactive tutorial, forget
Dominion if you’re a newbie.
DGSIGN
Despite what the box says, all four
races are not unique enough.
•■> Many structures, units, vehicles
-> Entertaining cut-scenes
■■> Intuitive interface
■> Lacks anything truly unique
-)• Difficult, with no in-game tutorial
7 Less than stellar hi-res graphics
HI Three gifts we would have liked instead of Dominion : a tie, a haircut, a can of Bud
\
r GT Interactive
Software
Blood II The Chosen. Blood, lithlnch and Ihe M" logo are trademarks ol Monolith Productions.
Inc, .Kirkland. VVA. Tills game uses the LithTech engine and tools developed and licensed bv
Monolith PiodiicttdTtSflnc Blood II: The Chosen is published and distributed by GT Interactive
Software Goip. Windows 9b is a. registered trademaik ol the Microsoft Corp. GT is a trademaik
_ and ihe GTthinttis logo and GT logo are registered trademarks ol GT Interactive Software
Tbrji. -AH'o^hli iradomaiksare Ihe pio'p^r ol then respective companies
Available Halloween at your local retailer. Order direct at store, gtinteractivacom or call 1-800-610-GTIS.
i
i
Take bloodshed to the next level with new
3D engine and fully modeled 3D characters.
30+ screaming fast, totally immerslue
and completely bloodsoaked levels.
Run a savage gauntlet of multiplayer
mayhem from Teamplay to Level Racing.
Evel Knievel made
DEVELOPER ••••:• Criterion Studios
PUBLISHER -5. UbiSoft
REQUIRED-? P133, 3Dfx card,
16MB RAM OR P166 with other 3D card,
16MB RAM, 1K hard drive space
IDEAL -? P300, Voodoo 2 card,
128MB RAM, Freestyle Pro controller,
145MB hard drive space
The best looking game on two wheels
MuiTiPiftaei?
FORCE FEEDBACK
ACC6L6-RATGD
Direct3D performance was a high
priority for the developers and it
shows, particularly with an AGP
setup. Voodoo 2 still gets the
nod over the Riva 128 (stellar
Direct3D performance) due to a
higher framerate.
voodoo a
VOODOO I
RENDITION vaaoo
RIVA IE8
API SUPPORT -4 Glide, Direct3D
OTHER CARDS SUPPORTED •••? ATI
Rage Pro, Permedia 2, Intel 740,
Number Nine
otorcycles are
ideally suited to
racing games —
they’re incredibly
light and fast,
and have gut-wrenching accelera-
tion and handling — not to men-
tion insane crashes when both
bike and rider go flying and
explode or splatter over the pave-
ment. It’s a mystery, then, why
there aren’t more motorcycle rac-
ing games out there. Criterion
probably wondered the same
thing, decided to do something
about it, and then delivered a
superior game.
Redline Racer’s feel is definitely
on the arcade side, with each track
designed around a different theme
— so you’ve got a snow race, a
beach race, and others that you
wouldn’t see in a sim racer. There
are three tracks to start with, and
seven more that you unlock by
placing first in the others. You race
against 15 other bikes in single-
player mode (which makes for
some spectacular multibike wipe-
outs), or against up to seven other
human opponents through LAN,
Internet, or modem.
The game’s even more intense
played with the new Microsoft
Freestyle Pro controller, which
replicates a motorcycle’s handle-
bar motion, making for the sweet-
est control possible.
The game’s primary weakness is
GveI Highlights
The action replay mode provides some killer visuals.
Scratching your nose at 200
mph is not recommended.
its depth. Although three difficulty
levels allow for progressively
challenging races on the same
tracks, the tracks don’t require
repeated playing to learn their
intricacies and nuances. The rac-
ing model doesn’t add much
either — it lacks subtlety and is
mastered quickly.
On the plus side, Redline Rac-
er’s framerate is as smooth as
glass, and control is tight and
responsive. I also really liked the
eye-popping action replay, which
shows off the flexibility of the
game’s engine. And gripes aside,
for my money, it’s still an enter-
taining motorcycle game. 'Jp
— In real life, ED LEE drives a
Civic and thinks professional
motorcycle racers are insane.
Playing Redline Racer made us remem-
ber the great career moments of the cra-
ziest racer of all time: Evel Knievel.
CAESAR’S PAIACE, 1968
OBSTACLE: Fountains in front of Cae-
sar’s Palace, Las Vegas
RESULT: Knievel clears jump, but land-
ing puts him in a 30-day coma
SNAKE RIVER CANYON, 1974
OBSTACLE: Snake River Canyon, Idaho
RESULT: Knievel clears quarter-mile
jump, but parachute pulls him back, nar-
rowly missing landing in torrential river
CHICAGO AMPHITHEATRE, 19/6
OBSTACLE: A tank full of live sharks
RESULT: Knievel suffers a concussion
and two broken arms, cameraman loses
an eye. Knievel decides to retire
GRAPHICS
The engine is as smooth as silk, glass,
and other very smooth objects.
SOUND
Bike sounds are unremarkable; music
is mediocre.
DGPTH
Tracks lack variation, and there
should be more of ’em.
DESIGN
A heavy arcade influence is especially
evident in the track design.
RATING
Pluses
-> Beautiful graphics
-■•> Fun, arcade-y feel
-■•) Action replay
Minuses
--> Not enough tracks
--> Controi/braking model very basic
Often feels like a technology demo
Hide your livestock, the redneck boys are back again
MUlTIPLAytR
GRAPHICS
As ugly as a Louisiana High School
backup cheerleader.
SOUND
s in-game comments are repetitive
d immediately annoying.
DGPTH
If you’ve already played Redneck
Rampage, you’ve seen everything.
DESIGN
Uninspired, repetitive, old, crap ... to
say the least.
Influential Rednecks
ANCIENT SUMERIAN
2IG ZIGGURAT
EFFECT ON HISTORY:
Invented beer
REDNECK TENDEN-
CIES: After beer’s
invention, the Sume-
rian culture shifted
from hunting/gather-
ing to farming. Profes-
sional wrestling was
also reportedly
invented around
this time
REDNECK RATING:
***** Invented beer —
’nuff said
ABE LINCOLN
EFFECT ON HISTORY:
Helped end the Civil
War, united America
REDNECK TENDEN-
CIES: Born in a log
cabin, wrote on a
shovel, and
sported unsightly
facial hair
REDNECK RATING:
* Not one use of the
word “y’all” in the Get-
tysburg Address
JEO CLAMPETT
EFFECT ON HISTORY:
Helped integrate red-
necks into modem
culture with “The Bev-
erly Hillbillies”
REDNECK TENDEN-
CIES: Used the phrase
“oh golly” quite often
REDNECK RATING:
** Sold out his true
roots for a hit TV show
Bill CLINTON
EFFECT ON HISTORY:
Helped make philan-
dering rednecks
acceptable in
modern culture
REDNECK TENDEN-
CIES: Fond of women
with big hair
REDNECK RATING:
*** Real rednecks
don’t jog, but they do
love doughnuts
If only the Harleys could drive
you out of this stupid game.
Fighting off jackalopes with TNT-stuffed chickens is apparently the
pinnacle of humor in some parts of the country. Avoid these parts.
Redneck Rampage game. Even the
newly included motorcycles and
swamp buggies add little to the
action and won’t convince anyone to
turn off “jerry Springer” to play it.
Redneck Rampage Rides Again
feels too much like a cheap cash-in
and not enough like a brand-new
title. If you really want some red-
neck action, save your money for
tickets to Truckzilla, or at least wait
until the next Merle Haggard con-
cert comes to town. ^
— DAN EGGER can often be spot-
ted in the flannel section of
menswearat his local Wal-Mart.
Even big-breasted cheerlead-
ers can’t save Redneck 2.
-A Explosive chicken arrows
-4 The game ends, eventually
Minuses
4 Poorly executed concept
— > Outdated graphics
— > Doesn’t end quickly enough
e
DEVELOPER Xatrix
PUBLISHER-;- Interplay
REQUIRED —•> 486 DX66, 16MB RAM,
220MB hard drive space
IDEAL -J- P166, 32MB RAM,
beer holder
ACCELE-RATED
Who makes a 3D shooter without
any 3D card support? This crimi-
nal omission alone is enough to
justify the game’s pitiful score.
on’t get me wrong, I
like a good redneck
joke as much as the
next guy. I was look-
ing forward to a
healthy dose of flannel wearin’, beer
swiggin’, sister-as-wife redneck
gags, but Redneck Rampage Rides
Again was a major disappointment.
This game makes it quite appar-
ent that the Redneck franchise is a
one-trick pony that is well past its
prime. It starts out with the two
lead rednecks crash-landing a
UFO, and sets them off on an
adventure through 14 new but
undeniably bland levels. And to
make matters worse, just about
every joke is a rehash of gags that
were used in the first title and
add-on pack.
With only the most minor of
technological advancements on its
Build engine graphics (the tech-
nology behind Duke Nukem 3D
and countless other clones), this
unnecessary sequel will impress
no one with its story or visuals.
Other Build engine games such as
Blood and Shadow Warrior looked
better, played better, and were
funnier than this when they
debuted more than a year ago. In
comparison to just about any
other shooter on the market, Red-
neck Rampage Rides Again looks
as out-of-date as the eight-track
tape deck that seems to be in
every other Arkansas pickup truck.
We all know that looks aren’t
everything, but in addition to its
substandard graphics and storyline,
this title features practically the
same gameplay as the previous
Beer first came to America on the Mayflower — mmmm ... beer
24 IlEu; W AYS
... * to Tell yovr frteiids
HOW mVCH YOU LOV E THEM.
Nkw Enemies
Get ready to f ace the toughest horde of Stroggs,
STRAIGHT FROM THE BIO-VATS. THE STAI.KER, TURRETS,
Daedalus, Medic Commander, Carrier and the
Queen Bitch herself, the Black Widow.
14 Entirely new levels and
10 NEW DEATHMATCH LEVELS
Brand new real estate with the same dynamic sense of reality
and dramatic visuals as Quake IL These new environments
WILL CHALLENGE EVEN THE BIGGEST QUAKE II AFICIONADO.
New Power-ups
Tag ‘km and bag 'em. Dkathmatch Specific Power-ups:
the Vengeance Sphere, Hunter Sphere, and Anti-matter
Bomb. With everything that we've cooked up for
YOU HERE, you’re SURE TO ANNIHILATE ANYONE OR
ANYTHING FOOLISH ENOUGH TO CALL YOU FOE.
Nkw Weapons
The Chainsaw, ETE Rifle, Disruptor, and
Plasma beam, if you can’t get the job done
WITH THESE BABIES, ITS TIME TO GO BACK TO BASIC.
Chain Saw
NO NEED FOR SOME FANCY WEAPON WHEN THE ENF.MY S JUST
SPITTING DISTANCE AWAY FROM YOU. WHEN YOU NEED A LITTLE
ELBOW ROOM, THIS BABY, CLEARS A CROWD OUT IN A HURRY.
GREAT PERFORMANCE WITH
Plasma Bkam
With this hi-tech laser there’s no need to worry
ABOUT SHRAPNEL BACKFIRING ON YOU. THIS ONE REALLY
GETS TO THE HEART OF THE MATTER - WHATEVER IT MAY BE
ETf Rin k
~l Explosive Tipped foECHETTE Rifle. Pierces through
ARMOR AND BODY EFFORTLESSLY, THEN GOES OFF EXPLOSIVELY.
Now you see them, how you don't.
Go to http://www.pcxl.com/gaming411
You’ll Be Hooked!
Now available at a store near you !
Award Winning, A Wide Selection of Three 18 Hole Courses in TrackSwing" Technology:
Arcade Style Game Play Multiplayer Options a Variety of Environments Natural Mouse Swing
Go to http://www.pcxl.com/gaming411
BASEBALL HOCKEY BASKETBALL FOOTBALL
_J
mmiumm.
i
■
w
—
hen a team
rises to the
occasion for an
important
moment, they
are said to be taking their game to
a new level. With Play By Play, we
are doing exactly that. Since the
advent of 3D accelerators, PC
sports games have dramatically
changed for the better. To meet
the needs of the growing number
of sports fans who have tossed
out their consoles for better
games, we have created the only
dedicated sports section in a PC
gaming magazine.
In this section you will find the
most in-depth look at all your
favorite sports games, and
detailed previews of the biggest
games still on the way. We will
provide an unflinching, straight-
forward, and always irreverent
look at the games you want to
play most, letting you know which
titles make the most of your sys-
tem, and which titles are best left
on your father’s Tandy computer.
Like you, we are diehard sports
fans and have high standards for
the games we play. Because of
that, we have taken an innovative
(and long overdue) approach to
reviews. Each game will be judged
in comparison to others in the
same sport through a standings
system. On the left is the result of
those head-to-head match-ups,
and on the next few pages are the
comparisons in action.
3
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Curling is actually referred to as “the roaring game’
PC ACCELERATOR September 1998
DEVELOPER -i> WizBang!
PUBLISHER — ) Microsoft
REQUIRED P133, 16MB RAM,
45MB hard drive space, 3D accelerator
card
IDEAL •••$■ P200, 32MB RAM, Voodoo 2
card, gamepad
The polygon-heavy graphics in
Microsoft Baseball 3D demand a
3D accelerator; the game even
requires one to play. Because it is
a Microsoft game, this title sup-
ports only Direct3D and no other
card-specific APIs.
VOODOO 2
2 3
VOODOO I
1 2 3
RENDITION V2200
I 2 3
RIVA 128
I 2 3
API SUPPORT-) Direct3D
OTHER CARDS SUPPORTED -)
Direct3D compatible cards only
Overexposure
To make sports games authentic,
many developers replace the numer-
ous billboards that fill up a major
league stadium with either fake ads
or real, paid sponsorships. Microsoft
apparently will have none of that, and
has instead made sure to let everyone
know that Baseball 3D is a Microsoft
product by placing ads for other
Microsoft games all over its stadium.
We think that the company’s
efforts may not have been enough to
catch our attention, so we’ve sug-
gested a few ways that it can help
promote other Microsoft products.
Bitmap all player faces to look like
Bill Gates (Cheat codes could even
bring a pie to the face)
Make the players freeze-up
every 30 minutes to simulate
Windows 98
Buy MLB, bury baseball technol-
ogy, and make Microsoft Cricket 99
the industry standard
Have players hold Microsoft Force
Feedback Pro joysticks instead
of bats
Cal Ripken looks fine in this
side view ...
... but from the back he looks
more like John Kruk.
what is going on, and you have a
mess of a baseball game.
Even the game’s strengths
(smooth 3D players, excellent
ground textures, variety of
sounds) contain weaknesses. The
players’ uniforms look washed out
and muted (on a Voodoo card) —
nowhere near real representations
of the actual jerseys — and even
though the ground textures are
excellent, slight bugs, such as run-
ners who don’t quite stand on
base, overshadow any benefit
those graphics may bring. Sound
quality is another problem: Cer-
tain noises (such as the seventh-
inning stretch music) dramatically
rise above everything else, driving
you to turn your speaker volume
down in fear of another outburst.
Hardcore fans will also be frus-
trated by the game’s lack of
options (like a home run derby for
one), which they’ve come to
expect from baseball games. In
another software field, Microsoft
would be able to release this
game, call it the standard, and
force everyone to buy a flawed
title, but thankfully in the game
arena players have better choices
and can easily avoid this one. ^
ust because the mega-
conglomerate Microsoft
Corporation dominates
nearly every corner of
the software market
doesn’t mean it’s going to do the
same when it comes to games.
Take for instance Microsoft Base-
ball 3D, a game that looks, feels,
and plays like it was made by a
group of oily-haired executives.
Sure it has the requisite snazzy
graphics, high-powered sound,
and detailed player models that
buyers demand, but when com-
pared to a hardcore favorite like
3 DO’s High Heat Baseball, this
effort is positively disheartening.
What’s so unsatisfactory for
baseball fans is that at times it’s
virtually unplayable. Camera
changes make players reorient
themselves at the most crucial
moments, and the ball is simply
too tiny to follow. Baseball 3D has
enough gameplay flaws to frus-
trate the most saintly of PC ball
players — just attempting to play
through one torturous nine-inning
affair is punishment enough. Add
unrealistic ball movements from
the pitches, a flawed batting
meter (which is neither responsive
enough nor defined clearly
enough for smooth play), as well
as the inevitable confusion about
— DAN EGGER used Microsoft
Word to write this review.
GRAPHICS
The ground textures look nice, but the
rest is bland.
SOUND
Crowd sounds are great, but the game
sounds are awful.
CONTROL
The camera switches the second you
get the ball, making simple grounders
far too difficult to field.
REALISM
In real baseball, the ball is bigger than
a pea.
RATING
© Pluses
— •> Realistic throwing and
running speeds
— f Recognizable players
— > 3D crowd sounds
Minuses
Can you see the ball in this picture? At full speed, we had a
hard time finding it.
— > Unintuitive managerial options
Poorly defined batting meter
— > Unrealistic ball movement
on pitches
r
GRAPHICS
SOUND
CONTROL
REALISM
FINAL
vs. Hard Ball B
EA’s Triple Play 99 takes on its first
competitor in Head To Head
in a direct match-up%iti
HardBall 6. Triple Play 99 domi-
nated the face-off in nearly every
category that mattered.
High Heat vs.
Microsoft Baseball 3B
le fan favorite faces off against
Microsoft's first^shot at PC
baseball.
In its second competition, EA’s
Triple Play 99 Jakes on a
baseball rookie in High Heat.
Developed by Studio 3DO’s team
.366, this title puts the play before
presentation and focuses on the heat
of the battle.
HarBBall B vs.
Microsoft Baseball 3B
It’s another old timer facing a
rookie title in a battle to
keep out of last place.
Triple Play 3B vs.
Microsoft Baseball 3 3
The big boys of software publishing
face off in a battle of
big-bucks baseball games.
High Heat vs.
HarBBall B
Since High Heat defeated TP99,
which in turn defeated
HardBall 6, the result in-tbis
match-up is a foregone conclusion?
EDGE
TRIPLE PLAY 99
Both games feature 3D
acceleration, but the
motion-captured play-
ers in TP99 look far
more realistic than their
HardBall 6
counterparts.
WINNER
BASEBALL 3D
It’s 3D against 2D and
High Heat just can’t
compete.
CLEAR WINNER
TRIPLE PLAY 99
Flat sprite players vs.
3D polygonal players.
Which do you think
wins?
EDGE
HARDBALL 6
Baseball 3D has a
smoother engine, but
HardBall 6 just looks
and moves more like a
baseball game.
CLEAR WINNER
TRIPLE PLAY 99
Presentation means
something, and Base-
ball 3D has almost none
to speak of.
EDGE
HARDBALL 6
Rat sprite players just
can’t compare to 3D
polygonal characters.
CLEAR WINNER
TRIPLE PLAY 99
No contest here. Hard-
Ball loses for its poor
game sounds, crowd
noises, and its (pause)
incredibly (pause) halt-
ing (pause) play
(pause) by (pause) play
(pause) commentary.
EDGE
HIGH HEAT
Another close match,
but High Heat wins it
because of its play-by-
play and better in-game
sounds.
CLEAR WINNER
TRIPLE PLAY 99
Triple Play wins again,
thanks to its near flaw-
less color commentary,
game sounds, and
stadium noise.
EDGE
BASEBALL 3D
Microsoft gets the nod
here for its rousing
crowd noises.
WINNER
TRIPLE PLAY 99
It’s the commentary
and game sounds that
win it for TP99, but
Microsoft makes a
strong statement with
its crowd sounds.
EDGE
HIGH HEAT
A close match, but High
Heat wins it because of
its smoother play-by-
play and better in-game
sounds.
EDGE
TRIPLE PLAY 99
Despite its sluggish
controls, TP99' s better-
designed camera sys-
tem results in fewer
moments of confusion
while camera views
change.
CLEAR WINNER
HIGH HEAT
Control is where High
Heat shines and Base-
ball 3D is at its worse,
so this battle is easily
decided.
CLEAR WINNER
HIGH HEAT
The more responsive
fielders in High Heat
make defense as fun to
play as offense.
EDGE
HARDBALL 6
Both titles have unfor-
givable camera switch-
ing problems in the
middle of hits that
affect fielding, but
HardBall gets the nod
— barely.
CLEAR WINNER
TRIPLE PLAY 99
The awkward camera
changes in Baseball 3D
keep this game from
even coming close.
CLEAR WINNER
HIGH HEAT
Fewer camera problems
and faster response
times make High Heat
the better controlling
title.
EDGE
HARDBALL 6
Accolade’s title includes
better defensive Al, and
slightly smarter base
runners.
CLEAR WINNER
HIGH HEAT
Better Al and more real-
istic pitching win this
one for High Heat.
WINNER
HIGH HEAT
High Heat packs some
wicked defensive Al,
control, and accurate
ratings.
EDGE
HARDBALL 6
Both titles have realism
problems, but HardBall
has a little better feel to
win this category, but
not by much.
WINNER
TRIPLE PLAY 99
TP99 just feels more
like a real baseball
game.
EDGE
HIGH HEAT
Two solid computer Als,
but High Heat wins
because the in-game
action is faster and
more reflective of real
baseball.
WINNER
TRIPLE PLAY 99
Triple Play 99
(1-0) outslugs an
undermanned
HardBall 6 (1-1)
in an easy win.
WINNER
HIGH HEAT
The battle was
never in doubt
as High Heat
(1-0) absolutely
destroys
Microsoft Base-
ball 3D (0-1) in a
laugher.
WINNER
HIGH HEAT
High Heat (2-0)
proves to be a
savvy rookie as
it nips Triple
Play 99 (1-1) in a
true battle of
gameplay vs.
glitz.
WINNER
HARDBALL 6
HardBall 6 (1-1)
sneaks past
Microsoft Base-
ball 3D (0-2)
simply because
it is playable.
WINNER
TRIPLE PLAY 99
No question for
Triple Play 99
(2-1) here, as it
easily romps
Microsoft’s
clunky Baseball
3 D (0-3).
WINNER
HIGH HEAT
The veteran
HardBall 6 (1-2)
suffered another
disappointing
loss to the cur-
rent baseball
king High Heat
(3-0). .
103
PC ACCELERATOR September 1998
PC ACCELERATOR September 1998
GRAPHICS
SOUND
CONTROL
REALISM
FINAL
CLEAR WINNER
CLEAR WINNER
CLEAR WINNER
CLEAR WINNER
WINNER
WORLD CUP 98
WORLD CUP 98
WORLD CUP 98
WORLD CUP 98
WORLD CUP 98
The player models
Better commentary and
Its sheer variety of con-
Fox Sports Soccer 99 is
World Cup 98
alone make World Cup
crowd sounds, however
trol options make World
an arcade-type game
(1-0) sweeps Fox
a far better-looking title
r .„
the overuse of Chum-
bawumba’s
“Tubthumper” anthem
almost made us poke
out our eardrums.
Cup the easy choice.
that focuses more on
speed than on realism.
Sports Soccer 99
(0-1) with the
outcome never
in doubt.
J
Worm Eu p9S
iis. fox Sports Soccer 99
ffsjhejpngtime title
holder from Electronic
Arts facing off against the,
scrappy new challenger from Fox.
DEVELOPER *4 Gremlin Interactive
PUBLISHER ••••:• Fox Sports
REQUIRED -4 P120, 16MB RAM,
87MB hard drive space
IDEAL — Pi66, Voodoo 2 card, 32MB RAM,
gamepad, 87MB hard drive space
RENDITION VE200
Don’t worry about strategy
here, just aim for the goal.
ACCELE-RATGD
VOODOO 2
Simulation? We don’t need no stinkin’ sim
rankly it must suck to
be a developer some-
times. Imagine being in
Fox’s shoes. You’ve
decided to publish your
first soccer title, only to have it com-
pete directly with World Cup 98. Your
title, though not without its strengths,
is in danger of being completely over-
shadowed by this competition.
Two key problems are that your
graphics are nowhere near the same
quality of World Cup 98’ s, and the
game sounds simply cannot compete
with your rival’s. Even though you’ve
taken full advantage of 3D accelera-
tion and added decent sound clips,
they both pale in comparison.
You offer exciting arcade game-
play, but fanatic soccer fans don’t
want to be able to dribble all the way
down the pitch and shoot at will. That
kind of play is for hockey, and trust
me, not just the hardcore fans will
complain about this.
These problems will make many
overlook the tight control and
smooth play speed that you’ve
included in your game, but it won’t
make them overlook the blocky
player models that they control.
A few will prefer your title because
it plays faster and is more arcadelike
than the competition, but in the end,
most fans will ask themselves “Why
play this game when I could be play-
ing FIFA ?” And you’ll be asking your-
self, “What do we have to do next year
to compete?” "9
— DAN EGGER kicked Rob’s cat just
cuz he’s mean.
iSiLl ICIS —
Players look and move like cheap
marionettes.
SOUND
Decent commentary, but lackluster
crowd sounds.
CONTROL
Tight and fast, everything an arcade-
style game should be.
REALISM
Plays like an arcade sports title, so
realism goes out the window.
RATING
(^) Pluses
— > Fastgameplay
Plenty of teams
Minuses
— > Easy goals by defenders
—> Unrealistic Al
m
a
DEVELOPER *4 EA Sports
PUBLISHER -4 EA Sports
REQUIRED -4 Pioo, 16MB RAM,
20MB hard drive space
IDEAL *4 P166, Voodoo 2 card, 32MB RAM,
gamepad, 20MB hard drive space
ACCELE-RATED
VOODOO 2
s
RIVA 128 ZX
1 2 B
Amazing realism. England on
its way to lifting the Cup.
Hey America, this is the world’s greatest sport
hirty-two nations. Eight
groups. Sixty-four
matches. One winner.
By the time you read
this, France 98 will be
over. But during its six weeks, half
the population of the globe will have
tuned in to cheer on their heroes.
And you’re not going to get a fairer
recreation of the soccer brilliance on
display than in EA Sports’ update to
FIFA 98: Road to the World Cup.
World Cup 98 is essentially FIFA:
RTWC with fewer teams (just the 32
participants), but accurate recre-
ations of the French stadiums,
enhanced gameplay features, and
improved Al score on most counts.
Goalkeepers are definitely better
than in RTWC. On-the-fly play-calling
is a great addition (examples include
calling through balls, double-team-
ing attackers, playing a quick one-
two — that’s all football — ahem —
soccer jargon, by the way) that
makes the game more cerebral white
maintaining the on-field action.
The difficulty level is enhanced
and a number of special moves (and
their associated animations) have
been added. Control does seem a lit-
tle sluggish at times, but the quick
access to special moves is great.
Bonuses include being able to
replay “classic" World Cup encoun-
ters (such as games from 1934,
played in black and white) as a
reward for winning the World Cup.
The best soccer sim by a mile.
— ROB SMITH kicked the cat because
England didn’t win the World Cup.
GRAPHICS
Superb 3D accelerated fields, weather
effects, players, and animations.
SOUND
Chants (without expletives, damn!)
and atmospheric effects do the job.
CONTROL
Quick calling plays and pulling off spe-
cial moves is ideal with a gamepad.
REALISM
Nothing else comes close. It’s like
you’re watching a game on TV.
RATING 1 ^
o
Pluses
-4 Gorgeous graphics
— > No hooliganism
Minuses
-•-> Only World Cup teams
■--> No hooliganism
Appeal: Gamers looking for the fastest
most reasonably priced gaming system
■Computer Gaming World, July, 1998
■PC Gamer. January, 1998
"The Area51 set new records in our CPU/Motherboard
and hard drive tests, completely crushing anything
we've seen to date"
- BOOT Magazine. July. 1993
PRODUCT
Intel Pentium II 450MHz MMX
Intel 440BX Motherboard 512KB
AAVID Cooling System
128MB SDRAM (PC-100)
3.5" Floppy Drive
Hercules Terminator 2x/i w/8MB
with Intel i740 Chipset 2X AGP
Dual-Diamond Monster Voodoo M's
24MB (Scan-Line Interleave Mode)
11.5GB Ultra-ATA Hard Drive
Iomega Internal Zip Drive 100MB
Diamond Monster Sound MX200
SoundBlaster 16 PnP
Cambridge Soundworks Microworks
Subwoofer & Speaker System
Hitachi 2nd Generation DVD Player
ATX Full-Tower Case w/300 Watt
Power Supply (Dual-Fans)
KoolMaxx Video Cooling System
104-Enhanced Keyboard
Microsoft 2-Button Mouse
US Robotics 56 V.90 Fax/Modem
Microsoft Sidewinder Precision Pro
Microsoft Sidewinder Gamepad
Windows '98 Operating System
Latest Drivers Installed
Free Installation & Configuration of
Favorite Games
PRICE: $3.E99.UU
" The HIVE-MIND"
Intel Pentium II 400MHz MMX
Intel 440BX Motherboard 512KB
AAVID Cooling System
64MB SDRAM (PC-100)
3.5" Floppy Drive
Hercules Terminator 2x/i w/8MB
with Intel i740 Chipset 2X AGP
Diamond Monster Voodoo II w/12MB
11.5GB Ultra-ATA Hard Drive
SoundBlaster AWE 64 PnP
Altec Lansing ACS48 Powercube
Subwoofer & Speaker System
Toshiba 32X CD-ROM
ATX Full-Tower Case w/300 Watt
Power Supply (Dual-Fans)
KoolMaxx Video Cooling System
104-Enhanced Keyboard
Microsoft 2-Button Mouse
Diamond Supra 56K V.90 Fax/Modem
Microsoft Sidewinder Precision Pro
Windows '98 Operating System
Latest Drivers Installed
Free Installation & Configuration of
Favorite Games
PRICE: $£.E99.UU
" The EREY"
Intel Pentium II 300MHz MMX
Intel 440BX Motherboard 512KB
AAVID Cooling System
64MB SDRAM (PC-100)
3.5" Floppy Drive
Hercules Terminator 2x/i w/8MB
with Intel i740 Chipset 2X AGP
Diamond Monster Voodoo II w/8MB
6.4GB Ultra-ATA Hard Drive
SoundBlaster AWE 64 PnP
Altec Lansing ACS45
Subwoofer & Speaker System
Toshiba 32X CD-ROM
ATX Full-Tower Case w/300 Watt
Power Supply (Dual-Fans)
KoolMaxx Video Cooling System
104-Enhanced Keyboard
Microsoft 2-Button Mouse
Diamond Supra 56K V.90 Fax/Modem
Windows '98 Operating System
Latest Drivers Installed
Free Installation & Configuration of
Favorite Games
PRICE: $1,899.00
NEW! INTENSOR GAMINE CHAIR
arid: $ pgB.On l substitute speaker*)
Quality Monitors
17" ViewSonic V773 .26DP add: $325.00
1 9” ViewSonic V95 .26DP add: $595.00
21" ViewSonic P810 .25DP add: $1,050.00
All E
Customize your own dream machine
3390 Smit hvvi>sl Ir'Jl Street Ml.tml, Florida 33I8B
Product nonius usud in this |iulilii:atiun ore trademarks of their companies.
PC ACCELERATOR September 1998
pl Ay ey PLAy
© © © ©
DEVELOPER-* Electronic Arts
PUBLISHER ••* Electronic Arts
RELEASE DATE -* September
THE HYPE With the right hardware,
Madden 99 has the best graphics of any
football game on any system.
THE HURDLE ~* Madden 98 bombed, and a
few of the faithful are still carrying a grudge.
THE HIT -* It’s the Madden franchise built
right, from the ground up.
— I — IV —
mif mi
BGAUTy AND
Polygons + Madden = gridiron glory
MADDENI5M5
OK, we tike the “BOOM” from time to
time, and can even tolerate the occa-
sional “that had to hurt,” but we must
draw some lines before other habits of
the famous commentator make their
way into the game. Here are a few
things that should and shouldn’t be
included in the next version.
Running on a Voodoo 2 board, the graphics engine renders all 22
characters in 1,200 polygon models.
gTslS Telestrator mania: The thought of
pointless Xs, Os, and other marks con-
tinually blocking the screen is a fright-
ening but very realistic possibility
El; “Real” football fans: No NFL game
is complete without a camera cut to the
parking lot as a few tailgate party folk
grill Spam, make pork-sausage sand-
wiches, or drink pure melted lard as
John Madden points to their lack of veg-
etables and explains how that makes
them “real” football fans
Commercials: Frankly the entire
staff of PCXL could go another 10 years
without having to watch another Dr Pep-
per, Ace Hardware, or Tinactin commer-
cial (scratch the last one, we’re always
on the lookout for a good jock itch cure)
[IjBlAll-Madden goons: Pick the ugliest,
dirtiest, and smelliest guy on the football
field, and there are 2-to-i odds that he is
an All-Madden player. We want lots of
those guys in any football game we play
Ejli Mud: Do we really have to hear
Madden say for the millionth time “Y’see,
if a guy’s got mud on his back, that’s bad,
but if he’s got mud on the front of his jer-
sey that’s good.” We don’t even know
what that means, but it still bugs us
Fog is just one of the cool
weather effects in Madden 99.
most, arm tackles are being added,
which means that every tackle is no
longer a straightforward collision
with two players ignoring the laws
of physics and merely bouncing off
each other. EA is also adding realis-
tic hits, including a particularly
vicious tackle that sends an oppo-
nent flying head over heels.
While these new additions will
no doubt be a welcome sight for
hardcore football fans, Electronic
Arts is also courting a market for
new players. With the addition of
its new arcade mode and one-but-
ton mode, the company is targeting
the casual fan. The arcade mode
enables more relaxed gameplay
rules to give an NFL B//'fz-type expe-
rience. On the other hand, the one-
button mode enables the casual
gamer to jump into a simulation
game and compete well with only
one button that does everything.
These players sacrifice a bit of free-
dom for control options, but what
they get back is an easy to play yet
competitive game.
Madden’s role has also been
stepped up in the title, adding more
color commentary than ever
before in a football game.
Commentary bits are
being scripted for key
members of every
team, so between
plays Madden will add
stories and anecdotes
to the gameplay. (We’ve
suggested ones such as
“Michael Irvin is leading the
league in drug convictions this year,
but he has slipped to number three
on the assault and battery list
behind teammate Erik Williams and
public enemy number 1 Lawrence
Phillips," although these are unlikely
to make the finished game.)
The Madden series is being sig-
nificantly updated over its previous
incarnation (the absolutely dreadful
Madden 98), and by the looks of
things, the improvements have a
serious chance to push it to the
head of the PC football field. EA
could be well on its way to rebuild-
ing a reputation that has been tar-
nished over the last few years by
products offering little innovation
and only partial evolution. "9
__
Taking tons of animated hits and tackles, opposing quarterbacks
and running backs alike will spend a lot of time on the ground.
ootball has trailed all
other sports games in
terms of graphics dur-
ing the 3D accelerator
revolution. Much of
this is because of the difficulties in
animating and modeling 22 players
simultaneously onscreen (although
FIFA: RTWC managed it); other
sports have significantly fewer
players to worry about. With Mad-
den 99, however, it seems that
football will finally catch up.
With the help of the latest 3D
accelerators, Madden 99 animates
some of the best-looking (and mov-
ing) football players you’ve ever
seen. Each of these digital athletes
is modeled from 1,200 polygons
(for a Voodoo 2 system, with lower
poly counts for other boards), and
each moves remarkably well. Elec-
tronic Arts has also used its first PC
polygonal football engine to give a
much needed fix to some of the
holes in the series. First and fore-
DEVELOPER 989 Studios
PUBLISHER •••> 989 Studios
■ ■Pi ffniiinllnii ||||
1
THF RFAl-iT NH UoIhBUuU UU
THE HYPE -4 The best playing football
game of all time now sports 3D accelerated
graphics.
THE HURDLE *4 Do PC owners care if Game-
Day was the best console football game?
THE HIT -4 A successful PlayStation foot-
ball series makes its debut on the PC.
Mm
The best console football game gets down and dirty on the PC
fter establishing itself
as the series to beat
in console football
gaming, GameDay has
aimed its sights
toward the barely tapped PC mar-
ket, with a game aimed squarely at
the hardcore football fan. The
company formerly known as Sony
Interactive (now 989 Studios) has
taken all the things that made its
PlayStation game so rightly pro-
claimed the best, and transferred
them to the PC, taking full advan-
tage of the powers of the platform.
The most notable change is the
graphics, which, thanks to 3D accel-
eration, look far better than the orig-
inal PlayStation version. Each play-
er’s size is based on his real coun-
terpart’s height and weight, so line-
men look like linemen and punters
look like punters. Player animations
are also much smoother and more
realistic looking than their PlaySta-
tion counterparts, even though they
look similar at first glance.
BEASTLY MOMENTS
ifeA* ■ ■ .... : . '• . __ ■■■ . • v.' ■
In the “Monday Night Football” audi-
ence, we watched linebacker extraordi-
naire and renowned coke fiend
Lawrence Taylor snap the veteran QB’s
leg in two. Then we watched again and
again as the broadcast team replayed it
until even those with the strongest
stomachs started to heave. The joe The-
isman broken leg pencil sharpener just
made things worse
The best moment in “The Wide World of
Sports” was always the intro, which
showed a hapless ski jumper tumbling
down a steep slope, over a ledge, and
through a crowd of shocked onlookers
who could only duck beneath the flurry
of limbs
Who could forget the classic sports
moment when Rowdy Roddy Piper
ambushed Jimmy Superfly Snuka and
pummeled him with assorted tropical
fruits, including a particularly nasty
pineapple?
Jim McMahon rapping and the Fridge
dancing. Nothing more needs to be said
Knowing he was going to lose his sec-
ond straight match to Evander Holyfield,
Mike Tyson made a strategic decision to
bite his way out of trouble. Mmmm ...
tastes like the end of a career
GameDay 3 s players are btockier
than those in Madden 99, but
the tight, well-designed game-
play of the console version is
still intact.
A less notable, but far more
important change is the addition
of Internet head-to-head play. This
means no more looking over your
shoulder wondering if your oppo-
nent is scoping out what play you
called when he should be looking
at his own list. It also means that
you are able to set the camera to
the most optimal angle for both
offense and defense so you are no
longer tied to whatever camera
angle the other player is using.
Even though GameDay 99 is
essentially a PC upgrade of Game-
Day 98, the title manages to
improve on a successful gameplay
souped-up version of a PlayStation
gridiron favorite, but considering
the quality of its predecessor, we
could hardly be more excited
about this title.
formula, without changing what
made the game successful in the
first place. At this early stage,
GameDay already has the tight
feel, the solid hits, and the peer-
less runblocking that a great foot-
ball game needs. It also has the
wide variety of control that enables
players to juke, jive, stiff arm, and
even hurdle over opponents using
a simple control layout.
It’s quite apparent that Game-
Day 99 is little more than a
Just like in the NFL, if you
don’t watch out (above and
below), the defense is going
to make you pay.
The game looks good, but we have a question,
Wasn’t Roger Staubach’s number retired?
PC ACCELERATOR September 1998
POSTLINSAS'
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www.heat.net
Fast, Free, Online gaming
Operative is sanctioned to terminate resistance uulth extreme prejudice
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PC ACCELERATOR September 1998
STRATEGY
e-
THE ULTIMATE GUIDE
DEATHMATCH
DO’S AND DON’TS
-^xr
I The basics (or everything any self-respecting
deathmatcher should know)
® Learn the maps. You can’t
waste any time wondering where
you are or where that cool weapon
is. You should always know
exactly where you’re going and
what you’re gonna do when you
get there.
® Keep moving. Especially in lev-
els like Tundra and DeathFan, you
could be the victim of a lethal
head-shot at any time. Disregard
this rule if you are a sniper-wuss.
® Your mouse sensitivity should
be at least 10. Being able to turn
180 degrees in a flash or make a
quick check at an intersection is
absolutely vital. This also dramati-
cally improves your agility in
circle-strafing.
® Learn your opponents’ tenden-
cies. Are they mad rushers, always
running and charging others on
sight even if they only have a pis-
tol? Are they snipers, hiding out in
the perfect spot, not moving?
Use this knowledge to
your advantage — and
destroy them all.
® Adapt your
playing style to
the map. If it’s
small and
consists
mostly of
narrow cor-
ridors,
always run-
ning with a
heavy-hitting
weapon like
the flak can-
non is the way
to go. On a large,
multitiered level, a
sniper approach may
get you the win. The
® Know your weapons. Being
familiar with each gun’s capabili-
ties and switching quickly in
response to
the situation, rather than continu-
ally using only your favorite gun, is
the difference between a hack and
an expert.
number of opponents on
the server should also
play a part in your
strategy: Ifthere
are a few, a hunt-
ing mode in
which you
relentlessly
attack one
enemy at a time
will serve you
well. If it’s
crowded, aware-
ness and survival
should be a higher
priority than single-
minded pursuit.
® Know when to back off. If
you’re clearly outgunned or low on
health, don’t give anyone an easy
kill, get the hell outta there —
and come back when you’re in
fighting shape with a fresh
clip in your weapon. While
you retreat, lay down some
fire to discourage pursuit.
® Be nimble. When facing
off against an opponent,
standing in one place too
long will get you killed real
quick. Anticipating where and
when he’ll fire and dodging
accordingly is vital if you want
end up on top. Avoid tactics that
reduce your maneuverability —
crouching for example — like the
plague. Seasoned players know
there’s nothing easier than taking
out some crouching fool.
® Time your shots. Nothing’s
easier than just burning ammo like
a complete newbie, even if the
chance of hitting someone is
extremely low. Particularly for
slow-firing weapons like the
eightball, firing blind will waste
ammo as well as leave you open
for a counterattack.
com-
puter and
the server. This
is likely to affect you
only if you play over the Internet a
lot, rather than a LAN. Your ping
should be as low as possible, with
anything above 300 being a seri-
ous disadvantage. You’ll still be
lining up your shot when your car-
cass is launched sky-high by an
eightball round.
® Have a backup. You should try
to avoid a full-on conflict until you
pick up at least two weapons. Ide-
ally, your knowledge of the map
will let you quickly power-up with
multiple weapons and armor before
you start looking for trouble. Imag-
ine if in “Taxi Driver” Robert DeNiro
had gone into that hotel with only
one gun — he’d have been toast.
® Use ping times to your advan-
tage. The lower the ping, the
quicker the connection
speed between
Unreal
STRATEGY
A Guide to
Unreal Weaponry
BY CLIFF BLESZINSKI
lead level designer/
co-designer for Unreal
nreal is real, and people seem to really be enjoying it, thus
making the entire product development team from Epic
MegaGames and Digital Extremes very happy. From the start,
Unreal was created to be a different kind of 3D game. Not
only does your aim have to be straight and true in an Unreal
deathmatch, you need to master a few tricks in order to reduce your foes
to steaming heaps of meat. It’s quite possible, but it requires serious
skills. So, here are some thoughts on my weapon priorities for deathmatch
play (note that they are different from single player) and why I use them.
©
A5MD
Good for most every situation. If
your enemy is far away, you can
hit him with the regular fire
instantly, which imparts some
momentum on him. If he is up
close, you can use the alternate
fire to knock him away from you
and do more damage. Be careful,
however, as the alternate fire can
damage you if you fire it too close
to an enemy or the wall. Both
modes are great for throwing your
foe off with some momentum; this
is helpful when he is trying to take
your head off with the rifle!
Above all, the ASMD’s special
move cannot be beaten. There are
few things in life that are more
gratifying than timing this move
properly, but it requires patience
and skill to master. To perform it,
first fire your alternate-fire, and do
not move; Stay perfectly still. Then,
shoot your alternate fire projectile
with your regular instant hit firing
mode. This will cause a super
explosion, which will annihilate all
who stand in your way. Practice
this move while standing still, and
perhaps someday, grasshopper,
you will be able to perform it on
the fly — while strafing, while
jumping, while dodging. You will
become unbeatable. If you have
both the amplifier and the ASMD,
you’re in luck — this gun will be
twice as powerful as normal, mak-
ing gibbage much easier.
••V
Eightball
The ultimate rocket launcher. This
gun has an intricate timing system
that requires a clear head to
master. Shed all preconceptions
about 3D shooter weapons — this
gun does not shoot when you
press your fire button, but rather
when you release it. This allows
for the loading of multiple
grenades — up to six. (The origi-
nal idea was to have the gun load
eight, but it proved to be too
much, and the name had already
stuck around the office, which is
why it isn’t a “sixball” launcher.)
The regular firing mode fires the
explosives as rockets, the alter-
nate fire lobs them like grenades.
The rocket mode is excellent when
you want to deliver quick death,
the alternate fire is a good retreat
mode, useful when lobbed down
tight corridors or down staircases.
Remember that all explosions
cause what is commonly referred
to as “splash damage.” This
allows you to merely hit near your
enemy, instead of having to make
a direct impact. When you load up
multiple rockets, the gun has an
“auto release” mechanism, which
will automatically dump out all six
grenades/rockets. Make sure the
business end of your weapon is
pointed at your foe at this point,
not at the pretty stucco wall next
to you.
Learning the timing of the eight-
ball gun and keeping a count of
your loaded explosives is essen-
tial to mastering this weapon.
When you load your first rocket,
be sure to keep a count in your
head of how many you are load-
ing; Each time one is loaded, you
will hear a distinct clicking sound.
Use this as your audio cue to
count. When you have all six
loaded up, the auto-release will
kick in and all hell breaks loose. In
an eight- to 16-player deathmatch,
many players will immediately
start loading up rockets the ^
The Annihilation Move
WEAPON: ASMD
A play-by-play of how to do the ASMD special move.
Watch the gruesome results!
PC ACCELERATOR September 1998
PC ACCELERATOR September 1998
The Gightball Six-Pack
WEAPON: GIGHTBALL
Aaaah, the trusty shieldbelt. A remarkably useful
pickup, especially for deathmatch.
UIU
J - t
■
mm
However, six rockets can make short work of that shield
when used properly.
STRATEGY
Unreal
^ moment they pick up this gun,
fire out six, and continue to load
and fire from that point out. While
loading up multiple rockets, you
can press the alternate fire button
to force the rockets to leave your
barrel in a tight “0” shape instead
of in a fanning motion. This is use-
ful when you want to concentrate
your attack.
But wait, there’s more! The
eightball also has a heat-seeking
mode. Simply point your gun at
your foe and you’ll hear a beep.
Your crosshair will also change. At
that point, any rockets fired out of
your gun will be heat-seekers and
will track your foe. If you can keep
a lock on your foe and load up mul-
tiple rockets, then each subse-
quent rocket will be a heat seeker.
Talented deathmatchers will be
able to load up all six rockets while
keeping a lock on their opponent.
Minigun
While the minigun is an old
standby of the genre, few 3D
shooters’ miniguns have matched
the animation or lethality of
Unreal ’ s egg beater from hell.
Dual barrels shuffle between one
another, unloading hundreds of
bullets that will shred foes to
pieces — if you can keep a bead
on them. The regular fire is pretty
powerful; it starts up quickly and
keeps a consistent pace. It also
doesn’t use up a lot of ammuni-
tion. However, the alternate fire is
much hungrier. It starts slower,
but once it gets going it can mow
Flak Double Whammy
WEAPON: FLAK CANNON
down campers like the front lawn,
eating up all available ammuni-
tion quickly. If you can keep your
gun on someone and in his face,
you can kill him within two to
three seconds.
The regular fire is useful for long
range, when you don’t want to use
a lot of ammo and want to make
someone panic. The alternate fire
is useful when you’re chasing
someone and you bear down on
him. lust make sure to keep an eye
out for ammo for this gun: If you
run out of ammunition you run the
risk of being incapacitated during
the weapon switch period!
Flak Cannon
Extremely effective in single
player, and still tough in death-
match. The regular fire unloads a
pile of razor-sharp chunks of
metal toward your enemy; the
shots spread out in a cone. When
you see a couple of poor saps
duking it out down at the end of a
hall, unload a few shells of flak
death in their direction and watch
the blood fly.
The alternate fire grenade is
extremely lethal. If you can hit
your foe square on with it, you can
kill him instantly. A square hit with
the grenade not only does the
damage of the grenade, but also
hits with all of the flak chunks.
A good strategy for this gun is
to alternate between firing
modes, fire the chunks at the floor
and let them ricochet up, and use
the splash damage of your ^
nnBinffiHRHRi
Off With Their Heads
The Panic Attack
WEAPON: STINGER
Unreal
STRATEGY
^ grenade to your advantage by
bouncing your foes into lava or
slime (but then you don’t score
the kill).
0
Rifle
The ultimate camper weapon. The
alternate fire mode allows you to
zoom in on your foes, up to hun-
dreds of feet away. Release the
mouse, and the zoom stops.
Zooming also lowers your mouse
sensitivity on the fly, so you can
have precise aiming when you’re
attempting to take off the heads of
your enemies. That’s right, if you
are good enough and can hit
someone in the head, it will kill
him instantly (provided he’s not
wearing armor) — one of the most
satisfying kills in Unreal.
When you’re caught camping,
this gun can still be effective, but
chances are you’re not going to be
steady enough to go for a head
shot when a ticked-off foe is chas-
ing you down with an eightball, so
get ready to switch weapons when
you’re caught with your pants
down. This gun also becomes
harder to use in lag situations, as
characters may tend to pop
around a bit more and will become
harder to hit.
BioRifle
Stinger
The sound of the regular fire and
sight of shards whizzing at oppo-
nents’ heads can cause a panic
reaction in a deathmatch. You’ll
have to keep a bead on your foe for
a bit; the best technique is to run at
him with the regular fire hosing and
then hit him with an alt-fire blast up
close to finish him off. This gun is
slightly weaker than the others, but
it is good for inducing panic.
a
Razor Jack
The razorjack is extremely useful
for decapitating foes. The ricochet-
ing ability and ability to curve the
razors makes it very useful for
sneaky around-the-corner attacks.
When aimed at your foe’s head or
fired in a small room, this gun
quickly becomes indispensable.
The alternate fire can be curved by
a slight flick of the mouse, allow-
ing you to “steer” your shots. This
mode also shoots faster than the
regular fire.
If you need to conserve ammo,
use the regular fire, otherwise
hose your enemy with the alter-
nate fire. Also, avoid wrecking
yourself with rebounding razors by
firing at the ground. You can still
decapitate an opponent, but you
can save yourself in the process.
The best retreat weapon ever. If
you are low on health and you
have to back away from your foe,
simply unload biorifle waste in the
hallway between you and your foe.
He’ll have a tough time avoiding
all of the lethal snot wads and
might just give up and chase down
someone else.
The alternate fire allows you to
load up and create an immense
globule of Tarydium waste, which
you can stick on the ceiling and
watch drip down on your oppo-
nents. A larger glob is also far
more lethal.
The biorifle is similar to the
sticky grenades that you see in
other 3D games, only with a fast
firing rate and a chain-reaction
feature. If you lay out a pile of
goop globules and prevent them
from touching one another, they
will explode when touched. How-
ever, if one globule touches
another, it will cause a chain reac-
tion that will trigger an explosion
throughout all nearby globules.
DispErsion Pistol
Most default weapons are pretty
useless, but Unreal ’ s dispersion
pistol can kill your foes with a few
well-placed hits and blind them
when they’re trying to attack you
with a stronger weapon, which
allows for a quick getaway.
If you manage to find weapon
power-ups, you can improve your
dispersion pistol several times,
which can increase the damage
greatly. With the amplifier, the dis-
persion pistol can be a one-shot kill
weapon. When it’s the only weapon
you have, first panic, then run.
Don’t get caught up in a fight, even
with someone else with the pistol.
Get armed fast. A few shots in the
face can help your getaway, though.
♦
AutoMag
Good for precision, but I’d strongly
suggest acquiring another weapon
fast if you expect to win your death-
match. So it’s pretty much useless!
PC ACCELERATOR September 1998
You command torn of the century tanks,
battleships and observation balloons.
Tbeij command 200-fool Figbling Machines.
• S--V?,
Size doesn't matter.
Strategy does!
It s not houi big ijour units are. it's inha! gou do mith them. When the Martian mar
machine lands on the green and pleasant land of 19th centurg Britain,
strategg is all gou've got. Hnd in this revolutionarg non-linear mar. gou'll need it.
Deplog gour forces angmhere on the map of Britain. Choose gour missions.
Pick gour battles. Because gou can lose a battle and still min the War. Magbe.
It's gour primitive tanks against their Fighting Machines. Your biplanes against
their Flging Machines. Your observation balloons against their Xeno-telepaths.
ISO 3D rendered units stand betmeen gou and Martian domination.
Or experience strategg from the other side and plag as the Martians!
Based on the classic novel by H.G. Wells and featuring a fully remixed
45 minute score licensed and composed by best selling artist Jeff Wayne
Available soon at your local retailer
Go to http://www.pcxl.com/gaming411
"The War of the Worlds" © 1998 Rage Software Limited. All Rights Reserved. Published and Distributed by GT Interactive Software Corp. GT is a trademark and
the GT Logo is a registered trademark of GT Interactive Software Corp. The Story, script, artwork and logo from Jeff Wayne’s Musical Version of "The War of the
Worlds" © Ollie Record Productions. The musical score from Jeff Wayne's Musical Version of "The War of the Worlds" © 1978 Jeff Wayne Music (Publishing)
Ltd. Microsoft ® and Windows ® are registered trademarks of Microsoft Corporation. All other Trademarks are the property of their respective companies.
m
A.'.-
jp» ' ^ f.
•••.? '
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PC ACCELERATOR September 1998
STRATEGY
Unreal
w
e’ve all heard
plenty about
camping and
Who are you
&
VV
how lame it is,
slowly destroy-
calling a camperP
vr/
ing deathmatch, yadda yadda
yadda. However, Unreal takes
camping to all new heights
(lows?) with the sniper rifle. With
the level of skill and precision it
requires, it threatens to turn
camping into an art form. Here’s a
primer on how to handle various
camping spots scattered over five
of the default multiplayer maps.
lie
@ D MARK A:
This peach of a camping spot is on the highest plat-
form in the level (where the sniper rifle respawns), on
one of the four ledges found on the sides (not where
the second rifle respawns, mind you). Find the one
overlooking the razorjack respawn and crouch there.
This is a high-traffic area due to the razorjack, as well
as the armor and health at the end of the platform.
You’ll be popping heads like big zits if no one discov-
ers your crouching ass.
® DMMORBIAS:
This spot underneath an elevator gives you a straight line of fire into the
center of the room. Fire your shots in a spread rather than a cluster to
increase your chances of hitting someone. On the down side, don’t expect
to live too long when someone dues in on what you’re up to. Let’s face it,
this rocket arena doesn’t offer many camping options.
® DMHEALPOD:
This one’s a little tricky to get to, and easy to miss — but
well worth it. First, pick up the sniper rifle found on the
second level. Then, jump into one of the darkened corri-
dors (there are two, so if it turns out to be the wrong
one, just go back). It looks like a dead end, but if you
turn 90 degrees, you’ll see that it continues on — all the
way to a sniper rifle ammo respawn and a hell of a camp-
ing spot. In the shroud of darkness, you can pick off peo-
ple from three directions, like a big shooting gallery.
DMDECK16:
On the second level, look for the area with the goo gun and the toxic suit.
Jump to the platform with the sniper rifle and lots of ammo. Go to the edge
and pick off the fools who run around without a clue. To get a camper, use
the eightball spread or grenades. The biorifle close to the sniping platform
is also effective for destroying those camping gits.
® DMTUNDRA:
You might be tempted to lean over the edge of the
tower and shoot down into the courtyard, but don’t —
it’s too easy for someone to sneak up on you. Instead,
go to the far edge of the elevator and look down.
When people use the elevator to come get you, greet
them with a cluster of eightball rounds. You can also
fire out one of the windows to the courtyard. Thanks
to the ammo that respawns right next to you, you can
stay up there all day, you camping bitch, just kidding.
o your buddies are
raving about how
good this game is,
but you just haven’t
had the time or
inclination to get into it yet? No
worries, PCXL is here for ya with a
crash course in Unreal in the form
of a zany test. Take it, and you’ll
be talking like a seasoned pro in
no time. And if you think you know
your stuff, here’s your chance to
prove it, hotshot. There is only one
correct answer for the questions.
Unreal
STRATEGY
How to sound like
an Unreal expert
EVEN IF YOU’RE NOT
Q At respawn, the first thing you
should do is:
® Try to finish off a weakened
opponent
® Go find a good weapon
© Find someplace dark to hide
© What’s the difference between a
Skaarj and a Nali?
® Skaarj good, Nali bad
© Nali good, Skaarj bad
© Is this question about single-player
or something?
© What is, hands down, the coolest
deathmatch level in Unreal ?
® The Cone of Tragedy
© The Shooting Gallery
© You haven’t played either and must
try the PCXL Disc
Q When firing a rocket at someone,
you should aim at:
® The torso
© The feet
© The family jewels
Q Which does the most damage?
® Direct hit from an eightball round
© Direct hit from flak cannon
(primary)
© Direct hit from goo gun (secondary)
Q In an open space, you should:
® Use the automag
® Use the ASMD
© Run around like a headless chicken
and fall off things
Q In a tight corridor, it’s best to:
® Rush through with guns blazing
while screaming profanities
® Wait to see what’s around the
next corner
© Blow yourself up in a panic
© In a one-on-one confrontation,
you should:
® Pick your shots carefully
® Fire at will
© Look for someone named Will,
then fire at Will
The secondary fire mode of the
dispersion pistol:
® Will not hurt you if fired point-blank
© Is the most powerful weapon
in the game
© Sucks
@ Crouching is:
® An excellent defensive strategy
® Hopelessly stupid and makes you
easy to kill
© All of the above
Q Which playing style is most
effective?
® Rushing like mad at the nearest
opponent, regardless of what
weapon you have
® Camping in one area and picking
off targets
© Selecting only servers that host
players who are dumber than level
zero Bots
© Holding down the right mouse
button when charging-up primary
fire eightball rounds will:
® Make the rockets fire in a cluster
rather than a spread
® Cause everything to explode in
your face
© Quit out to the desktop
© What’s the main disadvantage of
sniper mode?
® Loss of mobility
© Tunnel vision
© You can’t hit a damn thing
© How can you steer your razorjack
shots?
® You can’t
© Flick the mouse immediately after
you fire
© Use the Force
© The best Unreal competition is
typically found:
® On an online gaming service
® On your office LAN
© In Botmatch level 3
© Hitting the F key will:
® Make you lie down and play dead
® Flip the other guy off
© Activate the secret shoe phone
When someone wins a game by
more than 15 kills, you:
® Quit out of frustration
® Vow revenge, come back for more
© Must have gone to get a beer for
that to happen
What’s the main difference
between the three types of
character models?
® Troopers have the most health,
girls are the quickest
® The guys can jump the highest
© The Wookie model kicks
everyone’s ass
@ The best way to kill someone in
Unreal is:
® Launch ’em in the air with the
eightball, then hit ’em again as
soon as he lands
© Shoot his head clean off with the
sniper rifle
© Do whatever it takes to punch
his ticket. As long as he dies, it’s
good
© If you don’t have a 3Dfx or
PowerVR card, you’re:
® Screwed
® Really screwed
© Both A and B
@ How many weapons can
decapitate?
® One
® Three
© More than three
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MATCHINi
Match the thingy in Column A with the thingy in Column B.
Note: You can use items in Column B more than once.
A B
Campers •
• Losers
Snipers •
• Incorrectly named
People who whine about low ping •
f Last month’s Fantasy Frag
Eightball •
/ • Costs 89 cents in San Francisco
Flak •
/ • The Man
Dinky, the Taco Bell chihuahua *
• Shouldn’t be banned
People who whine about snipers •
• Good for distracting foes
Taco Belt bean burrito •
• Buggy as hell
Voice box •
• Legit players
Tim Sweeney •
• Plays Unreal while high
John Carmack •
• Bad in a high ping situation
Ultimate fighting •
• Deadliest weapon in the game
Farrah Fawcett •
Internet Unreal •
Sex •
Sniper rifle •
m HBV
PC ACCELERATOR September 1998
he Internet is no longer the place where only hard-
core gamers come to play. The proliferation of con-
nected computers has made online gaming the
highest priority in game development. Take for
instance Quake Arena (see news story on page 120), a game
that primarily focuses on multiplayer, with its single-player
T
experience concentrating on practice against Bots for the online
challenge. And where Id leads, the industry follows.
Because of this online explosion, we have created a column
that covers multiplayer gaming like only we can. Our goal is
to help you to become a more competitive player and a more
deadly opponent for any poor soul who dares challenge you.
00
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HOU TO BECOME AN UNREAL GOD CANO HAUE FUN DOING IT)
118
STEP 1: GET A GOOD SKIN
Face it, joining a deathmatch with
one of the standard Unreal skins is
inexcusably boring. Wearing the
most common skins, you lose any
chance of standing out as a true
Unreal champ, so you might as
well get comfortable in the middle
of the standings ladder.
Currently www.planetunreal.com/
houseofstvle has the most compre-
hensive list of skins on the Inter-
net. The site offers players pre-
made skins, such as a lava crea-
ture, the obligatory female nude,
and a voluptuous Vampirella. Note
that setting up the skins takes a lot
of work, and this site has by far the
best explanation of how to get
them up and running.
If you can’t find what you’re look-
ing for, House of Style also gives
tips on creating skins of your own. If
you’re short on ideas here are a few:
® Stephen Hawking in nuclear-
powered exoskeleton armor
© A really pissed-off Smurf
© A really pissed-off Gary Cole-
man (then, bind taunts like
“Whatchu talking about, Willis?”)
© A half-nude Martha Stewart
(it’s a good thing)
© The entire cast of “The Facts of
Life” (except Natalie — no one
wants to see that)
STEP 2: UPGRADE YOUR GAME
You’ve already found that Unreal
has some lag problems; now it’s
time to get that fixed. Epic is (at
press time) near finished with a
patch that will fix some online
bugs. Download the latest update
from the PCXL Disc.
STEP 3: PRACTICE, PRACTICE,
AND PRACTICE SOME MORE
Unreal has four levels of Bots rang-
PERFECT SKIN
i£e3
Unreal skins are flat picture files (right) that wrap
around character models like clothes.
*
RIF '■
No Unreal master would be caught dead in a standard skin;
something with a little more artistic flair is always preferable.
ing from downright stupid to
smarter than the entire archeology
department at William and Mary
College. Start with 15 level-zero
Bots and get a feel for the pace of
the game, slowly raising the com-
petition level until you feel com-
fortable with the chaos of a full
deathmatch at level two. Before
you start online, you should be
able to beat 15 level-one oppo-
nents at least 80% of the time.
STEP 4: CREATE A GOOD NAME
If you’ve been playing as much
online Unreal as the staff of PCXL,
then you know just how important
a good deathmatch name is. If you
run around with an improper name
(like Player, Gazzitlla, or JuliaChilds-
Fan) you will only raise the ire of
those around you, making yourself
a prime target. You must have a
name worthy of respect, and to
help you, we’ve created a few sure-
fire formulas to make a truly perfect
deathmatch nickname.
Method a
© A: Pick a body part or bodily
function you wouldn’t talk about
in front of your mother
© B; Pick an animal
© C: Put together
© Examples: ButtKitten,
FartRhino, PhlegmMonkey
Method 2
© A: Take a heavy-metal song title
© B: Subtract one word and
replace with sex-addicted politician
© Examples: PourSomeSugarOn-
SenatorPackwood, BarkAtBillClin-
ton, SympathyForTedKennedy
Method 3
© A: Choose a dead celebrity
© B: Let hilarity ensue
© Examples: PhilHartman, Sonny-
Bono, Ghandi, RiverPhoenix
Method 4
© A: Have a friend choose a
dead celebrity’s assailant or cause
of death
© B: Read kill lines, then laugh
hysterically at the irony
© Examples: PhilHartman’sWife,
PineTree, Bullet, Heroin
STEP 5: FIND THE BEST
COMPETITION
Lag can be as important to your
rankings as your wetl-honed skill.
If you have a high lag, you are at a
Decapitations are better
with funny names.
Engine. LigW (scripted)
?SiStari\ ' By 23 V online arena pic... \ _£System
The Unreal level editor seems daunting at first, but with a little help from online tutorials, you’ll be
designing your own worlds in no time.
You can find more original Unreal deathmatch levels — like the
Cone of Tragedy — on the PCXL Disc.
are more visually metioecL — ; j —
© u nreal.epicgames.com rflie
Unreal Technical Information page
is the perfect supplement for
Unreal experts. It gives concise
tutorials on extras like modifying
Al, animating textures, and com-
posing your own music.
STEP 9: CREATE SOME UNREAL
ANARCHY
If you’re tired of making straight-
forward Unreal levels, it’s time to
have a little fun. The editor enables
you to test out the full range of
your creativity no matter how
weird that may be. Oddities, at
www.planetunreal.com/oddities .
has the biggest collection of Unreal
modifications, including the cuddly
but dangerous BattleCows, aptly
named BunnyBazookas, and down-
right bizarre BubbleBoxes.
STEP 10: JOIN PCXL’S GATHERING
OF LEVEL DESIGNERS (GOLD)
Now that you have mastered mul-
tiplayer games and have made the
definitive deathmatch level (com-
plete with your unique touches),
it’s time to take it to the big
leagues. Each month the PCXL
Disc will be packed with the best
user-created levels on the Inter-
net, and a few of our own cre-
ations that, uh ... defy description.
So if you want to truly be an
Unreal god, submit your level or
modification to gold@pcxl.com,
and if it’s good enough we’ll list it
alongside such luminaries as Cone
of Tragedy and Shooting Gallery.
Then you’ll have finally arrived.
— "Barth
— "OamageType
— "Decoration
-"Effect*
-"HUD
— Info
— Inventory
— "Kejpoint
—"Menu
— “NavigationPotnt
-"Pawn
-"Projectile
— "Scorefioard
—’Triggers
F? Only show Actor classes
severe disadvantage to every low-
life camper with a fully loaded
sniper rifle and a low ping connec-
tion (the infamous “LPBs”— Low
Ping Bastards for the uninitiated).
The best way to do this is to find
the closest connection with a util-
ity, like the handy game finder
from GameSpy. Available for trial
usage at www.gamespy.com. it
gives players information about
opponents, ping times, and cur-
rent game statistics so you know
what kind of war you’re jumping
into before you ever get there.
Look for a connection below 300
ping for a 28.8 modem and lower
for faster connections.
STEP 6: JUST WIN, BABY
No one remembers second place
and only the best become legends,
so everything else is secondary if
you don’t win. If you want to find
out exactly how to win, check out
our in-depth strategy guide from
the guys who made the game on
page 110.
STEP 7: PERFECT YOUR TAUNTS
Now that you’re winning, it’s time
to rub it in. Go to the options menu
and click on the advanced options
bar. Inside this is another advanced
options menu that contains the key
binding menu. From this menu,
pick an unused key and add your
taunt in the following manner: Say
[insert taunt here]. Flere are a few
taunts that work in any situation:
© That’s gotta hurt
© Take that you sniping little ...
© Mmm. Tastes like chicken
© Die #$©%% DIE
STEP 8: CREATE YOUR OWN
LEVELS
OK, you’ve mastered the gameplay
and can take down anyone who
dares cross your path. It’s time to
put a little something back into the
community. Nothing will immortal-
ize you like a few well-crafted
deathmatch levels, and Unreal has
all the tools packed in for you to
create a masterpiece world of your
own. Beware, however, that while
the tools are easy to use, the edi-
tor itself is grossly underdocu-
mented. If you really want to know
how to build levels, take a look at a
few websites that will transform
you from confused world builder to
master Unreal architect.
© www.unrealed.com :
Unrealed.com has more walk-
throughs and tutorials than any-
one else to teach beginners the
basics and experienced users the
hidden details in the editor.
© www.creativecarnage.com /
unreal : For beginners, the tutorials
at this site are the most straight-
forward and easy to use.
© www.planetunreal.com / portal :
The tutorials in Portal are supple-
mented with pictures for those who
PC ACCELERATOR September 1998
Leonardo DiCaprio made his first television appearance on “The New Lassie'
OTHER
CONTENDERS
THE POWER METER
/ l
|AtV\ c t- o X
ANACHRONOX
Ion Storm
WHO WANTS TO PLAY IT~> RPG
fens who don’t want to sit through
another ugly, aimless PC RPG
WHAT IT IS -? A Final Fantasy
VII- style RPG set in a fully 3D world.
Using the high-end graphics of a
first-person shooter, this title aims
to recreate the PC RPG
WHY irs A PCXL GAME-)
Quake II engine, and the promise of
super special effects
WHERE ITS AT~> Still early in
development, and with its ambitious
premise (and Ion Storm’s burgeon-
ing reputation for tardiness), this
game could be a long time coming
WHEN ITS COMING-4
Summer ’99
NEWS YOU CAN TRUST
FROM PEOPLE YOU
SHOULDN’T
Dead?
Last month’s ratings are from
PCXL’s trial issue, distributed only
at E3 and now available only online
at
HERE’S A QUICK LOOK AT THE BIGGEST
GAMES WE DIDN’T PREVIEW THIS MONTH.
TRESPASSER
DreamWorks
WHO WANTS TO PLAY IT-4
Those who think Deer Hunter isn’t
scary enough
WHAT IT IS—) First-person
shooter with nearly every object in
the environment modeled with real
physics so players can use things
such as boxes, sticks, and barrels to
help them survive against some of
the most realistic (and frightening)
dinosaurs yet seen in a game
WHY IT’S A PCXL GAME—) Hun
gry dinosaurs, real physics, and rocks
that you can chuck at velociraptors
WHERE IT’S AT— ) Trespasser jwasj
one of the most impressive titles at
E3, but it still needs to make better
use of 3D accelerator hardware
WHEN IT’S COMING--)
Fall ’98 ^ P-121
Is Quake III
•3
DGCAPR IO
WHY WE HATE HIM: Fifty-one appear-
ances in Teen Sect and a career that
started on “Growing Pains” should
be enough. But he also deserves
a good frag every time some
hormone-induced 12-year-old
girl screams in a theater when
the smooth-faced girly man
walks onscreen.
HOW HE SHOULD BE
FRAGGED: He should be bound
and dropped into a matinee
showing of Titanic, to be torn
apart by the horde of pre-adolescent
girls that will be watching. Or he should
be forced to watch his movie debut in Crit-
until he chokes on his own bile.
1
3D REALMS-;- With Prey,
Duke Nukem Forever, and
Max Payne stealing the show
at this year’s E3, 3D Realms
established itself as the one
to beat in 3D gaming.
EPIC MEGAGAMES— •> Unreal
lived up to its considerable
promise, and has become
the engine of choice.
3DFX— Voodoo 2 is still
the king of 3D acceleration.
GT INTERACTIVE -4 The
publisher behind 3D Realms’
biggest titles and Unreal is
sitting pretty.
ACTIVISION—? Sin, Heavy
Gear 2, Heretic II, and I-82
anchor this company’s
ambitious plans for 1998
and beyond.
SIERRA—? Sierra has
locked on to action gamers
with a host of new titles like
Half-Life, Homeworld, and
Starsiege.
MICROPROSE— >• Both X-
COM Alliance and Starship
Troopers are a step in the
right direction.
ELECTRONIC ARTS- ?
Madden looks good —
really good.
ID SOFTWARE -4 A tempo-
rary drop down the power
meter until Quake Arena
blows away every other
game on the market.
EIDOS-? Thanks in part to
Ion Storm, Eidos has plenty
of titles scheduled for the
coming year. It could have
ranked higher if it didn’t run
out of beer at its E3 bash.
SEGASOFT -4 Skies looks
terrific, and the company
didn’t run out of beer at its
E3 party.
LUCASARTS— ? Force Com-
mander and Indiana Jones
are almost enough to
make us forget Star Wars
Rebellion ... almost.
POWERVR -4 Promise of
second-generation sounds
good, but we’ll defer
judgement until we have
one in our hands.
BLIZZARD-? Dropping
Warcraft Adventures was
smart, but now that Diablo
II has been pushed into
next year the company will
have to rely on StarCraft
sales through ’98.
n what is certainly a com-
ment on the future of com-
puter gaming, Id Software
announced that the next
incarnation of Quake will
focus solely on multiplayer action.
According to Id boss John Car-
mack, the game will be called
Quake Arena (instead of Quake III)
to better represent this emphasis.
The single-player game has been
revamped as a progression
through a ranking ladder against
Al bots, and will exist primarily to
develop deathmatch skills.
“There are many wonderful
gaming experiences in single-
player first-person shooters, but
we are choosing to leave them
behind to give us a purity of
focus,” Carmack said of the
change. “We have always
designed two games at once, the
single-player game and the multi-
player game, and they often had
conflicting goals.”
Even though the company has
announced changes, the deal is not
yet done. Publisher Activision
knows that the market for action
games is exploding, and does not
want its considerable investment in
the Quake franchise to go to waste.
PCXL expects the Quake III name
and single-player action will be
added to the game before it is fin-
ished. Activision is moving toward
3D acceleration-only with its new
action game lineup, and expects
Quake III to be the anchor title.
However the publisher/devel-
oper relationship pans out, it is
fair to expect that Id’s continuing
leading-edge position in the genre
it created will all but ensure
Quake Ill/Arena will ship with a
graphics engine that steps well
beyond Epic’s Unreal.
TIPS FOR A LOSING MAN
OK, you can’t win ’em all. Unless you are
Quake-master extreme Thresh, you’re
eventually going to get fragged by some
cheating camper, or outscored by some
lucky idiot, so expect a few disappoint-
ments on your way to deathmatch
immortality. With the help of noted
manly psychologists and animal thera-
pists, we have compiled a list of ways
that you can deal with losing without
being a loser.
STEP 1: Don’t lose, you idiot. If that
doesn’t work, follow the next few steps.
STEP 2: Spend next few hours perfect-
ing your excuse. A few examples:
© My [x] wasn’t working properly
© I meant to do that
© I was doing something else
© The other players were cheating
STEP 3: Blame the people who made
the game
STEP 4: Take a deep breath and then
release it in the form of an especially
foul profanity
STEP 5: Release aggression by playing
sports (like computer tossing)
STEP 6: Put on soothing music, so
neighbors don’t hear you cry like a baby
STEP 7: Drive to local computer super-
store, return game, take hostages
STEP 8: Get back in car, start engine,
close garage, and contemplate the
afterlife as you slowly drift to sleep
At PCXL we cater to a distinct type of gamer: the hardcore action fan. Distinguishing between the PCXL gamer
and other gamers is simple, but just in case you were wondering which you were, we offer this pictorial guide.
ALIENS US. PREDATOR
Fox Interactive
WHO WANTS TO PLAY IT •■>
Fans of “aliens eat humans” movies
WHAT IT IS-—)' The long-awaited
meeting between the baddest alien
baddies ever conceived
WHY IT’S A PCXL GAME—)
C’mon, it’s a 3D shooter where you
can be a slimy atien monster, a cam-
ouflaged creature from outer space,
or a hapless Colonial Marine
WHERE IT’S AT-> At this early
stage the game isn’t as visually excit-
Unreal engines, but the concept
behind it is strong
WHEN IT’S COMING-)
Winter ’98
1 Often wonders why the mouse needs three buttons (apparently he has never heard of alternate fire buttons) 2 Clean desk = clean mind =
b-o-o-o-ring 3 Watching a fat lady sing in a language you don’t understand is more important than games 4 Wife left him for running up $200
phone bill calling the Myst help line 5 Real dogs are just too messy 6 Why would you want to build an island when you can destroy one? 7 No
need for 3D acceleration here 8 Full of words like milquetoast, wimp, weakling, sissy, milksop, pantywaist, wussy, doormat, yellowbelly
9 Plays with himself
GIANTS
Planet Moon Studios
WHO WANTS TO PLAY IT
Fans of Gheorghe Muresan
WHAT IT IS—) A strategy/action
You control a giant,
game.
a crack military unit, or a sultry
sorceress battling for a small island
WHY IT’S A PCXL GAME-
Half-naked magic women
WHERE IT’S AT--> Its unique
gameplay elements and flashy
graphics make this game one to
WHEN IT’S COMING--)
HERETIC II
Activision
1 Sustenance is crucial during long game sessions 2 The all-important backlog of classics (See “25 Greatest Guy Games” feature) 3 Bad
games make the best posters 4 Souped-up gaming rig more important than car 5 The ever-present Lara 6 Hardware upgrades galore
7 Crazed look reserved for most intense deathmatches 8 Spare stick for use when primary stick fails 9 Remains of last guy who changed his
Quake settings
WHO WANTS TO PLAY IT - -)
Those who can figure out how
WHAT KIND OF GAMGR ARG YOUP
THE PCXL GAMER
(D
3 ^■
IS!
|T|
CO
□>
PC ACCELERATOR September 1998
PC ACCELERATOR September 1998
•. #l
1
• • * • •
► • • • •
* •!
- w_ w _ V
Q
□>
|T|
CO
C .1
□>
122
^ this relates to Hexen II
WHAT IT IS-') The first third-per-
son shooter in the Hexen/Heretlc
franchise with plenty of magic
spells to replace the lack of rocket
launchers
WHY IT’S A PCXL GAME-) Lots
and lots of special effects j
WHERE irs AT-) The title looks
very cool right now, and with many
more months before its holiclay
release, Heretic II could nudge into
Lara Croft’s adventure territory
WHEN IT’S COMING-)
Winter ’98
STARSIEGE
Dynamix
WHO WANTS TO PLAY IT-)
fans pf the old £ arthsiege series
WHAT IT IS-) A shooter that lets
players know what it must be like to
be a footsoldler amongst the giant
robots that populate many a game
WHY IT’S A PCXL GAME-)
Great graphics and plenty of cool
weapons and vehicles
WHERE IT’S AT-) Looking good,
and the technology demos work
WHEN IT’S COMING-)
■firri — r~
STARSHIP
TROOPERS
Microprose
s
.4. 4, 4.
The Real Battle Betwe
.4 .4 4 + - 4 * + 4
4 4 4
4 +
4 4 4 4 4 4 4 4 4 + 4 4
The 10-second
QUAKE II STRATEGY
HOW ID Kill A CROUCHER
+ !
"f
M ]
4 -
When playing multiplayer
Quake II, some opponents will
try a strategy of crouching to
avoid file. Here is PCXL’s sure-
fire way to kill a croueher.
STEP 1; AIM LOW
STEP 2: SHOOT CROUCHER
WHO WANTS TO PLAY IT-)
Would-be exterminators
WHAT IT IS-) An alien-filled
shooter based more on the sci-fl
novels by Robert Heinleln than the
big-budget gorefest directed by
PaulVerhoeven
WHY IT’S A PCXL GAME--) The
bug rush, and the hope that they
added a co-ed shower level from
the movie
WHERE irs AT-) The game
engine already can display attacks
by ama2lng numbers of aliens at ^ p. 123
w
4 4 4 4 4 4 4 - 4 4 4.4 4 4 4 4
hile you have undoubtedly determined your prefer-
ence between the two first-person-shooter-big-kids-
on-the : block, another, more important battle
between Quake and Unreal is taking shape: Devel-
opers who are tired of trying to keep up with the lat-
est 3D engine technology are now licensing already-made graphics
engines for their new titles. The two most popular choices are Id Soft-
ware’s Quake // engine and Epic MegaGames’ Unreal engine.
At first the dear choice was id’s Quake II: When it debuted, it was the
undisputedtechnologicai leader, and developers rushed toticense the
engine for their own take on the first-person-shooter genre., (In addition,
the release of QuakeC had developed a rabid amateur Quake community
creating inventive — albng with truly awful— add-ons.) But once people
caught wind of Epic's Unreal engine (and more importantly its simple,
lightning-quick editing tools) the tide turned the other way withan equal
number of developers rushing to use that technology. The resulting war
has created an impressive lineup of new titles boasting either technol-
ogy. Many of the best games at this year’s E3 used either of the two
engines, wHichwill only prompt more movetnerit toward both.
However,a trend is emerging-in the development community, and one
engine is slowly moving toward the top. Developers are latching on to the
ease of use and reduced rendering time of the Unreal engine. They have
also begun to discover thatscripting
events is much faster and easier
with Epic’s. technology, and thecomr
pany offers much more support, for
developers with questions.
jD Realms recently announced
that it was switching Duke Nukem
Forever to Unreal from Quake IU
“The switch to the Unreal engine
was simply a business decision, and
it came down to what we wanted to
do with Duke Nukem Forever arid
how best to.achievg.it,” George
Broussard said. Because of Unreal’s
editing tools, 3D Realms figures it
will take only four to six weeks to
have the entire project at the same
point as. it was before the switch.
Even though the licensing battle is
almost equal right now, Unreal is
picking up steam and will likely
become the dear leader in the com-
ing year. If Id (which practically cre-
ated the user-definable 3D worlds)
learns from Epic’s brash up-and-
conier and makes its Quake III
engine more developer-friendly, the
upper hand could change once
again. The titles currently in devel-
HEAD TO HEAD
The battle between the Quake II and
Unreal engines will be fought in
games that license them, but debate
already rages (on the Internet and in
certain bars in the Silicon Valley) over
which game looks the best.
Quake IPs graphics are cer-
tainly amazing, even if all
the textures tend to be a
little ... brown.
opment for each system follow.
Unreal* s graphics are more
flashy than Quake /f s, but it
takes a monster PC to make
them run smoothly.
llli :
4.
en Quake 1 1 and Unreal
+ +-.
- K - 4-
+ +
^ Eg M ES EWTCH ' ^6K:i6( « W6 f''¥ . 7S- . a fiMe S W l i; Q UAK O i€«gW E:
KLINGON HONOR GUARD
Developer: Microprose
Finally a "Star Trek:
The Next Generation”
game that doesn’t
focus on that wimpy
peace-loving Captain
Picard and his milksop
band of Starfleet offi-
cers, but turns its
attention to the real
heart of the sci-fi
series, the bloodthirsty
Klingons. With plenty of impressive hand-to-hand weapons to
complement “StarTrek’”s usually wussy phasers, players can
get down and dirty without ever having to worry about main-
taining the Prime Directive.
WHEEL OF TIME
Developer: legend Entertainment
Based on Robert Jor-
dan’s popular fantasy
novels, Wheel of Time
blends action and
strategy from a first-
person viewpoint in
detailed worlds. Rather
than sticking players in
a straightforward
deathmatch, the game
enables players to
equip their castles with various traps, weapons, and guards as
they attempt to invade an opponent’s fortress. These ele-
ments separate Wheel of Time as a hybrid action/strategy title
that could offer a distinct alternative to the typical shooter. It’s
hard to believe that this title is only two games removed from
Legend’s last text-based adventure.
X-COM ALLIANCE
Developer; Microprose
Remember the wildly
popular turn-based
strategy franchise that
moved more toward
action gaming with the
realtime/turn-based mix
in X-COM: Apocalypse ?
Well now it has made
the leap to first-person,
courtesy of the Unreal
engine. In this latest
incarnation there’s a definite Aliens flavor while retaining some
strategy as you move through detailed environs with team mem-
bers watching your back. Video screens show their movements
and their viewpoints, and motion sensors let you know where
danger lurks. Even early in development this looks promising.
DUKE NUKEM FOREUER
Developer: 3D Realms
Goodbye Quake II engine. Hello Unreal.
DAIKATANA 2
Developer: Ion Storm
This is one of the most telling titles of all, considering Ion Storm
used the Quake II engine for Daikatana and shifted to Unreal for
the sequel (being developed out of Ion Storm’s house).
DAIKATANA
Developer: Son Storm
Will John Romero live up
to the reputation he
built as a level designer
at Id Software? Will
Daikatana’ s RPG ele-
ments make multiplayer
action more fun? Will the
game ever come out?
From an early look, the
answer to all these
questions is yes. And
thanks to its Quake //-powered graphics, no one is asking
whether or not it will look good.
SIN
Developer: Ritual Entertainment
Lovingly called “baby
Id” by Activision, devel-
oper Ritual is creating a
shooter that offers a
unique design to keep
the action fresh. Play-
ers’ actions determine
the course of the game,
and certain key deci-
sions result in a variety
of branching paths. The
multiplayer gameplay is also very refined, with high-tech
sniper rifles and location-specific body damage.
HALF-LIFE
Developer: Valve software
All other things being
equal, story matters,
and Half-Life is chock-
full of story. In contrast
to the usual shooter,
Half-Life blurs the line
between good guys
and bad guys, forcing
players to assess their
targets rather than
shooting everything
that moves. It also features numerous interactive elements
such as vehicles you can ride, taking the action away from the
standard run-and-shoot first-person gameplay (check out the
full preview on page 47 for more details).
ANACHRONOX
Developer: Ion Storm
Think of it as Final Fantasy VII set completely in a beautiful
Quake II- rendered world.
KINGPIN
Developer: Xatrix
The hard-edged gangster action in this not-for-kiddies game is
a fresh change from Xatrix’s stale Redneck Rampage series.
17:1 ►
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► P-126
123
NuqDaq puchpa?” means "Where’s the bathroom?” in Klingon
Depression hurts. Deathtrap Dungeon andTomb Raider II can help.
SIGNS AND SYMPTOMS
OF DEPRESSION
■ Persistent sadness and or irritability.
1 Recurring thoughts of how much
better life would be if you had
Deathtrap Dungeon or Tomb Raider JL
Statements such as, "I'm bad.
I'm stupid. No one likes me."
When depression strikes , immediately seek the help of a
trained professional at your local computer game store .
Wiping secretions
Research shows that the leading cause of depression
among gamers is a noticeable lack of Eidos games.
Fortunately, this deficiency can be treated both safely and
effectively with games like Deathtrap Dungeon
or Tomb Raider II. But early intervention is crucial. Or else,
it’s only a matter of time before they threaten to do
something really stupid, like go to therapy.
INTERACTIVE
You’ve been warned.
www eidosinteractive.com
TO RECEIVE PLAYING TIPS, CALL THE EIDOS HINT LINE (900)773-4367. Cost of call $0.95/minute. Must be 18 years or have parent’s permission. Touch tone phone required.
PC ACCELERATOR September 1998
INDIANA JONES AND
THE INFERNAL MACHIf
LucasArts
WHO WANTS TO PLAY IT ~>
Those who think that Tomb Raider
III looks a little too familiar
WHAT IT IS— £ An adventure
game with everyone’s favorite
archaeologist at the helm
WHY IFSAPCXL GAME-
WHERE IT’S AT--> LucasArts is
keeping typically tight-lipped. The
early screens look good, though
WHEN IT’S COMING-
Winter ’98
HOMEUORID
Sierra
WHO WANTS TO PLAY IT--)-
Those who think top-down strategy
WHATITIS-->A
realtime
game that will push your PC and 3D
accelerator to its limits
WHY IT’S A PCXL GAME-
3D realtime strategy in space
WHERE IT’S AT--> The graphics
are already impressive, and the
gameplay looks equally strong
WHEN IT’S COMING-
FORCE COMMANDER
Lucas Arts
WHO WANTS TO PLAY IT - ••>
Darth Vader-wannabes
THE WOMEN WE LOVE TO PLAY
Getting the right look for a videogame character is sketchy business, just look
at RYNN, Psygnosis’ lead character from its fantasy shooter, Drakan. In the title’s
short span of
development,
Rynn has gone
through more
body changes
than Oprah Win-
frey during the
holiday season.
At first she was
built strong and
slightly mannish, a look that was
quickly overcompensated for, leav-
ing a character so gaunt that she
wouldn’t have the strength to steal
a rice cake from
Fiona Apple. After
much refiguring,
the developer was
able to settle on a
body that we
think will make
gamers sit up and
take notice.
i
powered looks
WHEN IT’S COMING-)-
spring ’99
*
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Diablo II ! Diablo II, players return to a world of
dark gothic fantasy. As one of five distinct character
types, Players will explore the world of Diablo II,
journey across distant lands, fight new villians, dis-
cover new treasures and uncover ancient mysteries.
Five all-new character classes with unique attributes
and abilities. Four different, fully populated towns
complete with wilderness areas. Multiple dungeons,
caverns and crypts in every town for players to
explore. Expanded world filled with all-new quests,
weapons, spells, armor, monsters and non-player
characters. Advanced combat system which incor-
porates class-specific fighting techniques and spells.
Quake II Mission Pack: Ground 0
Ground Zero's vast new regions to explore include
14 new levels and 10 new deathmatch levels.
Ingenious new power-ups provide novel means to
survive and throttle the new enemies that have
emerged from the Stroggs’ bio-vats.
Starcraft: Starcraft also boasts advanced con-
trol features such as waypoints and training
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and outstanding sound and music that have come
to be expected from Blizzard Entertainment.
All the Top Rated Titles available
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PC ACCELERATOR September 1998
^ WHAT IT IS*-)- A realtime strategy
jjjj* game set in the Star Wars universe
***y between A New Hope and The
|T| Empire Strikes Back
0"| WHY IT’S A PCXL GAME -) The
possibility of crushing Ewoks with
□> an AT-AT and hearing the satisfying
squish in THX surround sound
WHERE IT’S AT-> With its 3D
environments, special effects, and
high-tech units, Force Commander
could be LucasArts’ perfect realtime
strategy companion to the shooter
Jedi Knight
WHEN IT’S COMING-) Fall ’98
REDLINE
Beyond Games
WHO WANTS TO PLAY IT—)
Those suffering from road rage
WHAT IT IS—) It’s Carmaggedon
with first-person action out of the
cars, better graphics, and more
realistic physics
WHY IT’S A PCXL GAME-)
Hardware accelerated, online, and
plenty of gory gang violence
WHERE IT’S AT-) Close to fin-
ished, Beyond Games is now mak-
ing levels for the final version
WHEN IT’S COMING-)
Fall ’98
The Heat-Q
THIEF: THE DARK
PROJECT
Looking Glass
WHO WANTS TO PLAY IT-)
People who think Quake II has too
darn much shooting
WHAT IT IS— ) A first-person
shooter that rewards players for
being stealthy
WHY IT’S A PCXL GAME-) It’s
OK to sneak around as long as you
do it for bad purposes
WHERE IT’S AT-) Hopefully the
touted enemy At makes the sneaki-
ness worthwhile, but the graphics
could use some tweaking to take ^ p. 129
Springfield
OWFDI
t!
Tyson
For three days in the steamy hot center of Atlanta, the entire videogame world con-
verged to show off their products with the help of multimillion-dollar booths, loud
techno music, and an occasional swimsuit model wearing a plastic tube top. When all
the sound and fury ended, most things were the same as before, but out of the chaos
many things changed, which we’ve charted on our all-knowing HEAT-O-METER.
|X
,0
fcE
x
RICK SPRINGFIELD-? The developers of Interstate 76 trade in the bell bottoms and afros for
a look more reminiscent of the early ’80s. Maybe this could be a start of a full ’80s revival,
and the singer of “Jesse’s Girl” could finally be back on top. (Keep an eye out for “Hard to
Hold II.”)
SALT LICKS— ? 3DO’s new shooter Requiem gives players one of the coolest powers we’ve
seen in a while: the ability to turn enemies into pillars of salt.
COMMON SENSE—? Intelligence reigns supreme as Cyan’s best seller Riven drops out of the
top ten sales charts. Oops, never mind. Myst is still in the top five.
DINOSAURS—? Dreamworks Interactive’s Trespasser is one of the most surprising games of
E3. If it sells well, we may finally see that Carnasaur game we’ve been waiting for.
CENDANT— ? Picks up rights to CyberFlix’s sinking Titanic: Adventure Out of Time and rides
the coattails of James Cameron’s blockbuster to number two on the PC sales charts.
□
_l
o
Jl
l"l
h—
•C
X
DIABLO II—? Blizzard announces that its title will be pushed back past Christmas to the first
quarter of 1999. Gee, a Blizzard title missing the holiday season? Who’d have ever figured that?
QUAKE II ENGINE--:- Duke says “hasta la vista” to Qll and “hey, baby” to Unreal. With the
change costing 3D Realms just four to six weeks, how many more will jump ship from Id?
MESSIAH—*? Compared to Quake II- and Unreal-based games, Shiny’s shooter looks like it
could be a false prophet.
MIKE TYSON—? Electronic Arts signs nearly every influential boxer of the last 30 years, but
notably missing is the ear-munching miscreant who is serving a one-year suspension from
boxing in a professional wrestling rehab center.
INNOVATION—? Maxis scraps plans for a fully 3D SimCity30oo and remakes it to look
almost exactly like SimCity 2000. You’d think things would change in a thousand years.
VIRTUAL WILDLIFE—? With Deer Hunter, Rocky Mountain Trophy Hunter, and Cabela’s Big
Game Hunter topping the PC game charts, it’s none too safe for digital Bambis these days.
Ever since Ginger Spice left the multiplatinum-selling Spice Girls, the world (well, the
PCXL office) has had one question on its mind: Who will take her place? While there is no
shortage of attractive young singers around, we feel that the best replacement will be a
name we already know. Here are a few of the women we believe can best fill the now-
departed Geri Halliwell’s shoes.
SHANNON TWEED
TO BE KNOWN AS-?
Straight-to-Video
Spice
WHY SHE’D WORK-?
Much like Ginger
Spice, she will take off
her kitt anywhere,
anytime
FARRAH FAWCETT
TO BE KNOWN AS-?
Stoner Spice
WHY SHE’D WORK-?
’80s pin-up girl will do
just about anything to
support drug habit
MARY HART
TO BE KNOWN AS-?
Spasm-Inducing Spice
WHY SHE’D WORK-?
Mass seizures at
concerts could create
some trendy new dance
number
JOAN COLLINS
TO BE KNOWN AS-?
Old Spice
WHY SHE’D WORK-?
She can’t sing and
she’s British: a perfect
fit
ANNA NICOLE SMITH
TO BE KNOWN AS-?
Spice Rack
WHY SHE’D WORK-?
More breast tissue
than other Spice Girls
combined
Wingman
Microsoft’s FORCE
FEEDBACK PRO is the
current market leader
In feedback joysticks.
Its gear-driven system
is effective, but not as
smooth or precise as
the Wingman Force.
The LOGITECH WINGMAN FORCE
will retail for around $149 when
it hits stores in late 1998. The
price point will put it in
direct competition with
Microsoft’s Force Feed-
back Pro.
hen Microsoft introduced its Force Feedback
Pro joystick, the market for high-end con-
trollers was dominated by the hardcore simu-
lation crowd. The stick was an unqualified
success, and many game developers rushed
to add full support for the hardware. Now that Microsoft has
established that force feedback will sell in the mass market, Log-
itech has jumped on the bandwagon with a controller that refines
the concept to the next logical level: the Wingman Force.
If you crack open the cases of both Microsoft’s Force Feedback
Pro and Logitech’s Wingman Force (don’t try this at home unless
you have an extra $150 lying around) you will find that the insides
are completely different. The Microsoft stick is powered by a
motor and gears, while the Logitech pad is controlled by a wire-
driven system that was developed to train doctors how to operate
by feel as they stick catheters in various dark regions of unsus-
pecting patients’ anatomy.
The difference between the two is immediately noticeable. In a
comparison of smoothness, Logitech’s Wingman Force is to
Microsoft’s force-feedback joystick what Billy Dee Williams and a
six-pack of Colt 45 is to Don Knotts and a six-pack of Oly. Its wire-
driven system enables much higher feedback frequencies, and
quicker, less jumpy directional changes. The new controller not
only supports Microsoft’s Direct X 5.0, it also supports Immer-
sion’s 1 -Force 2.0 feedback API, which means every new
game that includes feedback will work with the Wing-
man Force.
Force feedback is here to stay, and as more gamers
buy joysticks that support it, new uses for the technol-
ogy will affect the games themselves. For instance, a
game could have a repeating heartbeat pulse to indicate
health rather than a visual meter, a vibration that warns
of danger, or feedback that enables players to
feel their way through dark levels. By
taking an innovative route in cre-
ating its new joystick, Log-
itech has created a strong
contender for leader-
ship in this burgeon-
ing market.
l~l ^ full advantage of 3D hardware
□> WHEN IT’S COMING- ■■•>
Winter ’98
HGAUy GEAR II
Activision
WHO WANTS TO PLAY IT-)
Gearheads with a P266
WHAT IS IT—) The next in a
seemingly endless stream of games
about giant robots shooting other
giant robots
WHY IT’S A PCXL GAME—) Big
robots with big guns
WHERE IT’S AT-> An all-new
engine makes the graphics much
better than those in Heavy Gear
WHEN IT’S COMING-) Fall *98
INTGRSTATG 82
Activision
WHO WANTS TO PLAY IT-)
Those who couldn’t get enough
“Miami Vice”
WHAT IT IS—) The sequel to
Interstate 76 steps into a new era
with a new look and new ’80s music
to boot
WHY IT’S A PCXL GAME-)
Pastel suits and no socks was some-
what manly in the ’80s, wasn’t it?
WHERE IT’S AT-) With new
gameplay features and a much-
improved 3D graphics engine,
Interstate 82 is raring to go
WHEN IT’S COMING^)!
Winter ’98
GROUND ZERO
Rogue Entertainment
WHO WANTS TO PLAY IT-)
Insatiable Quake addicts ^ p. 130
PC ACCELERATOR September 1998
You can also send your complaints to wherethesundontshine@pcxl.com
Q ^ WHAT IT IS"~ 3 t Another Quake II
mission pack from Rogue Entertain-
ment, the guys who made Quake:
Dissolution of Eternity
WHY IT’S A PCXL GAME-
teen new levels and more Quake II
weapons!
WHERE IT’S AT--> Pretty typical
add-on pack with new weapons and
enemies, but it is more Quake II
WHEN IT'S COMING •>
Summer
OUTCAST
INFOGRAMES
WHO WANTS TO PLAY IT->
Those who want 3D action without
a 3D accelerator
WHAT IT IS— )• A fast and gor
geous game that looks absolutely
amazing despite its lack of 3D-
/are acceleration
WHY IT'S A PCXL GAME-)
Software-rendered explosions still
manage to fry the eyes
WHERE IT’S AT -
looks stunning, and Infogrames has
just begun adding 3D acceleration
support
WHEN IT’S COMING-)
Summer ’98
DIABLO II
Blizzard
I'M MAD AS HECK
□ Made constant references to beer
□ Included the Cinco De Mayo in Harlem during a Michael
Bolton concert bit
□ Added Custer’s Revenge to your Guy Games list
□ Knocked a game lower on the Guy Games list because it
doesn’t include brothels
□ Used the phrase “guys love Satan”
□ Made constant digs at girly men
□ Called a revered Democrat a sex addict
□ Called a revered Republican a sex addict
□ Suggested that peace-loving Ghandi would be a good Quake
nickname
□ Used the word FartRhino
□ Brought up the image of Don Knotts and a six-pack of Oly
□ Reported on slang for diarrhea
□ Reminded us of Critters 3
□ Used “overused cat box” imagery
□ Other
You guys are:
□ dangerous idiots,
□ juvenile idiots,
□ #@#$%@! idiots,
□ a breath of fresh air (but still idiots),
and I wish you would:
□ quit writing such an offensive magazine and focus on family
titles like Roger’s Reading Adventure.
□ take your stupid magazine and stick it ... (rest deleted).
□ die a slow horrible death.
□ get to work on issue 2.
Thank you for your time.
Make sure no one is watching you while you read this article, because there is a good chance that as you read
it you will begin to drool. Not the drool of a 14-year-old who discovers “Baywatch” for the first time, but a more
intense drool of a computer nerd faced with a system that simply blows his mind.
Now that you have been fairly warned, let’s take a look at the GATEWAY DESTINATION system. With its mas-
sive 36-inch monitor, six-speaker Harmon/Kardon sound system, and 333MHz processor, the Destination needs
only an accompanying La-Z-Boy recliner and a refriger-
ator full of beer for you to happily live for at least two
years (or until the beer runs out). The system wilt play
straight TV, music CDs, the radio, and even DVDs
along with its computer and gaming functions. Built
to be an entertainment center, the Destination uti-
lizes a remote control for a mouse, and uses an
infrared keyboard so you can keep typing as you grab
another beer from the fridge.
All these benefits come at a cost, however. The
entire system we tested (33MHz, 128MB RAM, 10GB
hard drive, PowerVR accelerator) retails for around
$4,300 at www.gateway.com. But if you have the cash
and a comfortable La-Z-Boy, this is the system for you.
GEAR
We realize that just about everyone will be offended by
the contents of our magazine, so we decided to make
things easier for you and include this handy little
cutout form. Just check off the boxes that apply and
send the letter to:
I’m mad as heck!
c/o PCXL
150 North Hill Drive
Brisbane, CA 94005
Or just e-mail us at: easilyoffended@pcxl.com
Dear PCXL staff,
I was reading your magazine when to my
□ shock,
□ dismay,
□ puerile enjoyment.
you did the following:
Made fun of Evel Knievel’s stupidity
Depicted Southern people as inbred hillbillies
Trashed the Queen of Nice, Rosie O’Donnell
Glorified cannibalism
Made reckless fun of turn-based strategy gamers
Made offensive religious references
Used the phrase “Bjork smuggling” (It just has to be dirty)
Used the phrase “bilinear mip mapping” (ditto)
Made constant references to dead celebrities
Glorified violence in videogames
Implied that manliness means cavemanlike behavior
Failed to represent female-oriented games like jane’s Rela-
tionship Adventure
Used the phrase “erotic grunts”
Asked a developer the question “Have you ever seen a
grown man naked?”
Used cuss words like hell, damn, big-ass, and hard-assed
WHO WANTS TO PLAY IT~)
Those with an unnaturally active
dark side 1 , 1 , ,j , j
WHAT IT IS—) The sequel to one
of the biggest hits of last year (and
ever) with upgraded graphics, four
times the level size, and a final end
to multiplayer cheaters
WHY IT’S A PCXL GAME-) Lots
of destruction and barely dressed
female baddie s j
WHERE irS AT-) Delayed until
after the holiday season (which is
no surprise for a Blizzard game) but
right now it looks like more and ^ p. 131
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PCXL DREAM
Uncord
www.ripcordgames.com
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Contest URL: www.3dfx.com/win-a-banshee
Go to http://www.pcxl.com/gaming411
Copyright© 1998 3Dfx Interactive, Inc. The 3Dfx Interactive logo, Voodoo, Voodoo Graphics, Voodoo 2 , Voodoo Banshee and Voodoo Rush are
trademarks and/or registered trademarks of 3Dfx Interactive, Inc. All other trademarks are the property of their respective owners. All rights reserved.
tiliWilHiM'ifr PC ACCELERATOR Quake Killers— Special Don Knotts tribute issue— Our first issue and vour last chance at salvation app